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Steadily Increasing BPM

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Topic Starter
hi19hi19
I have a song with a steadily increasing BPM. Normally I wouldn't touch trying to make a beatmap for this kind of song, but the thing is, I already have the proper BPM changes. I have made files for this song for Dance Dance Revolution and Guitar Hero using these exact BPMs, and the files wind up accurate to within a few milliseconds in those two rhythm games.

SPOILER
Time in seconds = BPM at that time

0.000=92.5
2.000=100
5.000=105
7.000=110
8.000=115
10.000=120
11.000=125
13.000=130
15.000=135
17.000=140
19.000=150
23.000=160
25.000=165
27.000=170
29.000=175
30.000=180
31.000=185
138.000=190
139.000=200
142.000=205
146.000=210
147.000=215
151.000=220
152.000=230
157.000=240
162.000=250
166.000=255
168.000=260
171.000=270
175.000=275
176.000=280
180.000=290
184.000=300
191.000=310
193.000=320
198.000=330
203.000=340
207.000=350
213.000=360
216.000=370
219.000=380
223.000=385
233.000=395
235.000=410
236.000=415
237.000=420
238.000=425
246.000=430
249.000=435
253.000=450
257.000=460
261.000=465
262.000=470
265.000=475
269.000=490
275.000=500
281.000=510
283.000=520
293.000=535
297.000=540
301.000=550
305.000=560
309.000=580
321.000=600
325.000=610
329.000=620
333.000=635
337.000=640
345.000=660
361.000=670
369.000=680
384.500=92.5

However, when I input these BPMs into osu! the beats do not line up properly. It seems to me this is because DDR and GH allow you to input a new BPM at any time without affecting the location of the downbeat, whereas osu! automatically assumes your new BPM is also the start of a beat. This is, to say the least, incredibly annoying, and is preventing me from getting everything properly aligned.
Is there any method I could use to place all my objects perfectly on the beats I want, and then apply the BPM changes to them? Or is osu! simply not equipped to handle this kind of song with BPM changes that fall at arbitrary times?

Sorry if this is confusing- if anyone really wants to help I can send you the song and the file to help clarify.
(If you're really awesome and also have Stepmania I can send you the DDR file to compare)
Sakura
there's no way to avoid that the new red line is treated as the downbeat, however you can use snaps up to 1/8 or 1/6 and see if that helps
Topic Starter
hi19hi19
Blah that's very annoying. Even if I use the smallest snap size and double the BPMs for more granularity it still really is impossible to get it to feel right.
So I will probably have to go through the entire song and re-time the beats... >_<
Probably not worth it. Thanks for answering.
mm201
You could probably write some sort of program that rounds those offsets up to the following beat.
(tbh, this is a really odd way to time a song, changing BPMs at times that carry no musical meaning.)
Topic Starter
hi19hi19

mm201 wrote:

(tbh, this is a really odd way to time a song, changing BPMs at times that carry no musical meaning.)
It's a sensible way to do it based on Guitar Hero and DDR :P
The file editors for these games have a static "scroll" that you put the objects on, which moves at a different speed based on the BPM at any time.( as opposed to osu! which has a editing "scroll" that moves at a set speed but changes its size based on the BPM)
Because of this you simply need to get your notes to match up to the waveform and can put the BPM changes whenever you want. It's very, very nice system for syncing things with no discernible beat at all, like freeform piano music. Really the only drawback to this system is that it changes the speed of the notes you have to hold (equivalent to sliders in osu!) which might not work for this type of game.

It's perhaps difficult to explain to someone who hasn't used that type of editor. But I do have a lot of experience with different rhythm games and I just have to get used to the peculiarities of another system!

Oh well, I'm getting to work matching all the BPM changes to downbeats. Gonna be a chore lol
Thanks for the responses.
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