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Please tell, does this song need to double the BPM?

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4
Topic Starter
Sanfilippo
I'm currently working on a song which is not perfectly timed - timing variable-bpm song for the first time. But I'm not asking to time specific section or test already timed parts, I want an opinion (ideally of someone who has experience in timing) on 2nd half of the song, when drums get more energetic, (approximately at 1:39) - should I double the main BPM or not? If the average bpm is 128, then should I leave it like that for the whole song or make it 2 times faster during sections with drums in 2nd half? When I play instruments (I do) I usually double the bpm for such things, but I'm not really sure about doing it in editor.

The map - Mother Mother - Oh Ana

Thanks for reading
Sorry for mistakes, I'm not an English speaker(
Also if you will notice something wrong in my timing I would really like to know, because it's my first try on timing something
WitherMite
first, that's just a energetic drum fill, so all it is is the drum playing faster subdivisions to the same bpm. same for the guitar at 1:50, its just playing 1/4 (sixteenth notes), you can tell by the emphasis on certain strums, as they outline the beat (white tick) and the off beat (red tick) much more than the blue ticks. (also playing the low strings much louder on the 1/2 beats)

second, around 02:01:823 - the tempo changes from straight beat ~128 bpm to a laid back swing beat around 85 bpm, meaning you'll map it with a 1/3 or 1/6 beatsnap divisor instead of 1/2 or 1/4

there are also syncopated parts that emphasize red ticks instead of white ticks.

This isn't perfect, as I couldn't spend super long on it but should give a good starting point for timing, getting it absolutely perfect will mostly depend on how you map it, since not all the sounds line up perfectly. drums are actually pretty in time though, and when they are playing the beat doesn't wander quite as much.
14012,468.75,4,2,0,100,1,0
46824,466.926070038911,4,2,0,100,1,0
58030,504.201680672269,4,2,0,100,1,0
58534,476.190476190476,4,2,0,100,1,8
59486,487.80487804878,4,2,0,100,1,8
59973,465.116279069767,4,2,0,100,1,0
64624,468.75,4,2,0,100,1,0
73025,468.75,3,2,0,100,1,0
76774,480,3,2,0,100,1,8
77254,480,3,2,0,100,1,0
78664,476.190476190476,4,2,0,100,1,0
82473,468.75,4,2,0,100,1,0
102160,466.926070038911,4,2,0,100,1,0
110564,468.75,3,2,0,100,1,0
121814,705.882352941176,4,2,0,100,1,0
124637,701.754385964912,4,2,0,100,1,0
127444,705.882352941176,4,2,0,100,1,0
135914,701.754385964912,4,2,0,100,1,0
144335,703.812316715542,4,2,0,100,1,0
147150,699.708454810495,4,2,0,100,1,0
149948,703.812316715542,4,2,0,100,1,0
152763,697.674418604651,4,2,0,100,1,0
154856,699.708454810495,4,2,0,100,1,8
155555,705.882352941176,4,2,0,100,1,8
173907,714.285714285714,4,2,0,100,1,8
175335,458.015267175573,3,2,0,100,1,0
178083,466.926070038911,3,2,0,100,1,0
185553,508.474576271186,4,2,0,100,1,0
186569,555.555555555555,4,2,0,100,1,8
186846,705.882352941176,4,2,0,100,1,8
187198,810.81081081081,4,2,0,100,1,8
Just remove timing points (save a backup first though) and copy that into your timing window (or .osu text file), it should give you a much simpler and mostly on beat outline.
Topic Starter
Sanfilippo

WitherMite wrote:

first, that's just a energetic drum fill, so all it is is the drum playing faster subdivisions to the same bpm. same for the guitar at 1:50, its just playing 1/4 (sixteenth notes), you can tell by the emphasis on certain strums, as they outline the beat (white tick) and the off beat (red tick) much more than the blue ticks. (also playing the low strings much louder on the 1/2 beats)

second, around 02:01:823 - the tempo changes from straight beat ~128 bpm to a laid back swing beat around 85 bpm, meaning you'll map it with a 1/3 or 1/6 beatsnap divisor instead of 1/2 or 1/4

there are also syncopated parts that emphasize red ticks instead of white ticks.

This isn't perfect, as I couldn't spend super long on it but should give a good starting point for timing, getting it absolutely perfect will mostly depend on how you map it, since not all the sounds line up perfectly. drums are actually pretty in time though, and when they are playing the beat doesn't wander quite as much.
14012,468.75,4,2,0,100,1,0
46824,466.926070038911,4,2,0,100,1,0
58030,504.201680672269,4,2,0,100,1,0
58534,476.190476190476,4,2,0,100,1,8
59486,487.80487804878,4,2,0,100,1,8
59973,465.116279069767,4,2,0,100,1,0
64624,468.75,4,2,0,100,1,0
73025,468.75,3,2,0,100,1,0
76774,480,3,2,0,100,1,8
77254,480,3,2,0,100,1,0
78664,476.190476190476,4,2,0,100,1,0
82473,468.75,4,2,0,100,1,0
102160,466.926070038911,4,2,0,100,1,0
110564,468.75,3,2,0,100,1,0
121814,705.882352941176,4,2,0,100,1,0
124637,701.754385964912,4,2,0,100,1,0
127444,705.882352941176,4,2,0,100,1,0
135914,701.754385964912,4,2,0,100,1,0
144335,703.812316715542,4,2,0,100,1,0
147150,699.708454810495,4,2,0,100,1,0
149948,703.812316715542,4,2,0,100,1,0
152763,697.674418604651,4,2,0,100,1,0
154856,699.708454810495,4,2,0,100,1,8
155555,705.882352941176,4,2,0,100,1,8
173907,714.285714285714,4,2,0,100,1,8
175335,458.015267175573,3,2,0,100,1,0
178083,466.926070038911,3,2,0,100,1,0
185553,508.474576271186,4,2,0,100,1,0
186569,555.555555555555,4,2,0,100,1,8
186846,705.882352941176,4,2,0,100,1,8
187198,810.81081081081,4,2,0,100,1,8
Just remove timing points (save a backup first though) and copy that into your timing window (or .osu text file), it should give you a much simpler and mostly on beat outline.
Thanks for your opinion and advices. So if I just divide by 2 BPM of my timing points from 1:50 to 2:01, and divide by 3 BPM of next, already timed sections, will this be okay or I have to retime all of this? And also now I want to know: what you timed uses a lot less timing points, but would such timing be rankable and will my timing be rankable if I'm not planning calm mapping?
WitherMite
honestly neither would likely be rankable without more timing work, since every object has to be reasonably well timed and there are a lot of parts that could be off by a bit too much.

but really I'd say you should just map it with good enough timing, fixing any objects that wander too far off beat and try and rank something else with less variable bpm as your first ranking attempt later. Dealing with timing mods on this could be quite the headache tbh.
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