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Beatmap editor timelines

In the beatmap editor, there are three different timelines that a mapper may encounter. This article will explain how each of them function.

Shortcuts

For a list of keyboard shortcuts for the timeline, see: Shortcut key reference

Song Player

Song's TimelineSong's Timeline

The song player is visible in any part of the beatmap editor.

On the left, there is the timestamp in milliseconds and the song duration percentage. The percentage may display intro or outro if there is storyboarding before or after the song.

In the centre, it shows the timeline with markings and the compulsory music player buttons. The Test button will save your beatmap then will start play-testing it starting from the current timestamp.

The timeline itself uses a few tick marks that have various meanings.

Colour Description
White (long) Current timestamp
Yellow (long tick) Preview point
Yellow (up tick) Start of drain time
Green (up tick) Inherited points (See Timing)
Red (up tick) Timing points (See Timing)
Blue (down tick) Bookmarks
Grey (highlight) Break time
Orange (highlight) Kiai time

On the right, you can adjust the playback rate from 100%, to 75%, 50%, or 25%.

Hit Objects

There are two different kinds of hit objects timelines depending on which game mode the mapper is using.

osu!, osu!taiko, and osu!catch

Hit Objects Timeline in osu!, osu!taiko, and osu!catchThis shows the timeline for hit objects with respect to the beat snap divisor and timestamp.

In compose mode, this timeline is underneath the Compose tab for any game mode except for osu!mania.

Name Description
+/- buttons Increase/Decrease timeline zoom.
Double white vertical lines This shows the current timestamp with respect to the hit object timeline.

Left clicking on a hit object will select it and dragging will move the selected hit object against timeline.

Right clicking will remove the selected hit objects.

osu!mania

osu!mania playfieldosu!mania playfield

In compose mode, this timeline is in the centre of the playfield for osu!mania mode.

The box on the left is a horizontal bar chart that displays the note intensity. This acts like a timeline.

In the centre is the actual playfield. The playfield is made up of two parts: lines and notes.

Line Colour Description
Thick White Full measure
White Common Time
Green Current timestamp/Judgement line
Note Colour Description
Blue Selected note(s)
White/Pink/Yellow Unselected note colours

Design

Storyboard TimelineThis shows the timeline for transformations of the selected sprite.

The design timeline is located underneath the Design tab.

Timeline

Name Description
+/- buttons on left Increase/Decrease timeline zoom.
Up/Down arrows on bottom-left Scroll up/down the transformation timeline (this is to reveal Colour or Movement on the timeline).

The centre of the design timeline shows the "keyframes" of the selected sprite.

Keyframe Control

The keyframe control adds or removes anchor points. These anchor points set the start and end times for how a sprite should be storyboarded.

Name Description
+/- Add/Delete anchor points for the selected transformation.
Left/Right arrows Skip backwards/forwards to the nearest anchor point of the selected transformation.

If there is a transformation, that transformation is lighted with it's colour. In addition to this, it will have two separated half-lines that determines the duration. Full white line determines the transformation switching points (e.g. from "going up" to "going down").

Timing

Timing TimelineTiming Timeline

The timing timeline is located underneath the Timing tab.

Timing Timeline

Name Description
+/- buttons on left Increase/Decrease timeline zoom.

In the centre is the timing timeline itself. It uses white and blue flags to describe what type of timing point they are; described in the flag colours section.

On the right, it shows the time signature script (known as a "meter") and metronome set. In the image above, the meter is at 4:2. This means that the current timestamp is at the second beat of the fourth measure of the song.

The metronome set plays a constant tick sound at the given BPM. This doubles as a helper to estimate the BPM value of the song.

Flag Colours

Colour Description
White Timing Points. Use new BPM value. (Red on Song Timeline)
Blue Inherited Points. Slider speed adjuster based on Timing Points' BPM. (Green on Song Timeline)