Timing menu
Timing a song is, in fact, not as complicated as it may seem at first glance. You only need two things: a sense of rhythm and some dexterity. An ear for music and experience playing rhythm games are not required, but can help improve the outcome of your map.
You are also supposed to know what BPM and offset are, and how to set uninherited timing points (often called red offsets).
If you are going to work on a beatmap and get it ranked (or approved), it is necessary for an audio file to have a bitrate between 128 and 192 kbps. (This is to ensure that songs are of acceptable quality and don't take too much space on the server and your hard drive). You can see the audio bitrate by right clicking it and selecting Properties, then Details tab. If you don't know how to reduce the bitrate (usually down to 192 kbps), there's a wiki page and our own professor's lecture {Direct to YouTube}. You can ask your friends or you can ask around in Chat Console. If all else fails, search/ask on forums or find a way yourself.
The preparations may range from trimming to adding/removing any sound effects. All this is best done before timing, as any audio edits, including re-encoding, will change the timing.
Almost any song has rhythm, which works the same way as human skeleton. It's the base where the whole song is built on; it is followed by musical instruments, and if the song has vocals, they also follow it. Each music has its own structure, and our timing task here is to deduce and recreate the structure.
Try to immerse yourself and imagine the structure of music, you can take the usual line division (music sheet of 4/4, Standard Time Signature) into it — these are the places where the notes are located, and the distance between them is given by song's BPM (higher BPM = lesser time taken to complete one time signature/measure). This can be visually observed through the timeline in the editor at the top of the screen. Offset is the time difference between the first beat of the time signature (red offset) and the time in the .mp3 file. You can also check this article on Wikipedia.
Listen long enough, and you will catch the rhythm of the song and then successfully time it. The distance between the notes will be calculated by the editor, and before mapping, we only have to set correct BPM and timing signature.
So the plan of action in nutshell:
When searching for these two things, we will focus on the background sounds, that is, the instrument that is used to create the constant rhythm (drums, usually). Find them intuitively — for example, shake a can of substance, evenly tap fingers on the table (as if playing piano), shaking head (as if disco), or perform other rhythmic movements (slapping stomach as if bongo, tap dancing, whistling, etc). Sometimes the music has little to no instrument support (beatmap example), and in cases like this you can follow the vocals.
Play your track from the beginning and keep listening to it until you come to a point where you can clearly hear the rhythm and catch it. At this point, stop the song, wind back a little bit, start listening again and tapping T
key as consistently as possible (you can also click the button in the top right corner that says "Tap here!", but keyboard usually gives more accurate results). The parameters (BPM, Offset) will change with every new tap you make, but don't mind it, you'll iron them out later. Spend half a minute on this, a minute at maximum.
After tapping, we have an approximate offset. Now, rewind the song to the place where you heard the rhythm (on both time lines, it is now possible to see a little red line. That's offset), then look in the lower right corner; there is a playback speed switch. We will use it to slow the track down and hear when the first beat appears. What we need to do is to make the metronome, which is located in top right corner, start ticking exactly with the first beat.
Choose 50%, move back shortly before the red line and press the spacebar. The song is now played 2x slower and you can hear the difference slightly easier. To move the offset, use up and down arrows next to the current value. Increase/decrease the offset until the difference between metronome's first tick and the first beat of the song is gone. Arrows work as follows:
Avoid using 25% playback (and, to be frank, slowing playback down at all if you can) since it gives inaccurate and unstable results.
Now that the offset is correct, you can now check the BPM. Correctly determining the offset is important, as it decreases the chance of making BPM errors later on in editing. Listen to the entire song from the moment where the red line is placed to the end. Mind the metronome ticks and adjust it accordingly.
To check whether BPM is correct or not, jump to the middle or somewhere near the end of the track, where the difference between the song tempo and metronome is accumulated and easily audible. Often, the BPM will come out as a whole number (no decimal values) so try to set the BPM to the closest whole numbers first to see if that works for you. Afterwards, you could try more accurate adjustments like 101.200 and eventually to 101.238, to example a few. Before leaving the BPM's value in hundredths (.01) or tenths (.1), remove or round them up and listen to the metronome again. If the difference is insignificant or you find it more fitting and accurate (check the middle and outro again), you can keep it and call it a day. Beware: Not all electronic and synthesized music have a completely flat BPM, despite how commonplace it may seem. Truncating the decimals may result in a BPM problem, in this case.
Music consists of stanzas (repetitive parts). This repetition follows the same pattern of sound in a time frame (such as "PataPataPataPon", "DonDonDonKat", "SnareSnareSnareCymbal", "TapTapTapClap" or "Hallelujah"). This is best explained using a metronome. If you wish, you can read the article about Time Signature or take a peek at Alace's thread.
So we need to find on which time frame we will set and start the metronome, that is, to find a strong solid beat called downbeat (here is another article). It's easy to spot; on downbeats, singers raise their voice, music intensity increases and you can sometimes hear finish hitsounds. If the downbeat is located right on the red line, then it is good. If not, then we need to correct it by moving our offset. Jump on the respective tick on the time scale (set beat snap divisor in the top right corner to 1/2 or 1/4 if necessary), then press F6 to get into the Timing menu. Select your red offset (it looks like a dot there) and press the button "Use current offset" on the left. Then, using the same technique, shift it back to the very first beat of the song, because it affects the pulse of osu! cookie in the main menu and hit objects during kiai times.
What remains now is the Time Signature, that is basically the amount of strong beats of the song. When properly configured, the first tick of the metronome will always coincide with a strong beat, and if it does not, go into Timing menu and alter the parameter "Time Signature".
Under Time Signature, we have
Testing is the phase where we will put the actual notes into the beatmap, similar to writing musical symbols into a musical sheet. Press F1
or press "Compose" tab and lay some notes on the mapping grid so that you can hit them with ease.
After mapping, we will use Test Mode (hotkey is F5), which has a very useful feedback mechanism: it shows the difference between the time when a note appears in the editor (according to time-frame concept), and the moment when we click it. If you do not have problems with hearing, rhythm, reaction, accuracy and sound card (or paranoia), you can continue on. Otherwise, refrain from independent testing. Request for testplays (or the timing itself) instead. You can often seek the #mapping channel for timing requests.
So, put the notes, press F5 (Test mode) and hit the said notes as precisely as possible. A couple of hints:
The test mode
Along with getting 300 hitbursts, you need to peek at the left-hand side of the testing window. There is a line that looks something like this: Mistimed Hits: 69% (ave 25ms late). [Refer picture]
Do not forget to check the box on the panel timing ("Move already placed notes when changing the offset/BPM"). Otherwise, the note after the shift will remain at the old location, becoming unsnapped from the new timing. After several rounds of testing, the average readings difference will decrease and values around ~5ms can be ignored. Don't be afraid to get the offset more accurate, if you have the ability to do so, because precise timing will always help.
Now, a couple of things to remember about the testing phase. First, make sure the first tick of metronome and music's beginnings are in sync with no noticeable delay (offset is correct). Next, we check BPM. For BPM, all notes should be in sync with the music after the intro. Do some testplays, but pay attention to the three parts:
At the end of the testplay, check the results. If the notes have heavy timing errors (early/late by 25ms, for example) and you saw that the error kept growing throughout the test, increase/decrease the BPM respectively. Change the value gradually by tenths, hundredths, and so on (do not forget to keep the original settings as a fallback). Eventually, after several trials & errors, the hit error will become so small that it can be safely omitted without having a detrimental effect. (Mistimed hits percentage should be less than 5%, timing should be no more than ~5ms early/late).
If everything is done correctly, you now have a properly timed beatmap. Sometimes, it is necessary to double-check the timing with other users, especially if you are not too confident about it. Learn from it, and be bold to ask.
There are situations when one red bar is not enough (some example will be Bad Apple, DJ Amuro's A or kemu's Ikasama Life Game). Admit it, it can range from hardrock, metal, any guitar compositions, concerts, live performances, songs with audible acceleration/deceleration/pause (Black∞Hole's Pluto) and so on. Even by using the metronome, certain parts of a song (likely on the climax or ending section) it no longer snaps into the previous rhythm. The song's tempo suddenly bumps up/down a notch, the singer suddenly starts singing frantically/melodically and goes off, and the musical instruments are played extensively/acoustically. In this scenario, shifting or changing the first red bar to fit the tempo will not help.
You can ask for help from others on this, but there are only few people who know how to identify and work with multi-timing. Moreover, people will not help you if you don't make an effort on your beatmap or don't seem to be worth their time. You can do this yourself if you have a lot of experience and/or a pretty good accuracy, and are able to hit the notes correctly. This is vital, because you'll have to do lots of test plays, and mistimed hits will make it frustrating to the player.
To start, listen and find all the places where the rhythm changes (metronome usage is optional) and properly reflect this into the editor, and add new uninherited timing points with correct offsets and BPMs where appropriate. To do this, we will utilise the following plan:
These steps should be repeated until the end of the song. As output, we get the timeline with red bars on it. Depending on the song, there may be many, many bars (however, "more bars" does not always mean "better timing"). If done correctly, then the current timing is decent for mapping/ranking. You can (and should!) request timing checks from others if you want.
The algorithm for timing speedups/slowdowns is slightly different:
Repeat this until the BPM is synced with the slowdown. After that, you should resnap the notes and do some more testplays for debugging purposes. Although you'll probably need to move all the points after every change, fear not: very few of them will actually change, the rest will be only resnapped and put on the previous sections' last tick.
If you want extremely precise timing, it is definitely not over yet. You have to check and remove unnecessary offsets. To do this, we place notes throughout the map (you can assign a single pattern, and then copy it, watch just two notes from sticking together and got on the right ticks) and start playing. Any errors and inconsistency will require a fix, so do fix them in an appropriate manner, based on your feelings, or hit feedback, or timing experience, if you have any.
This process is definitely tedious. Timing a beatmap with multitiming may take hours, depending on the amount of changes and tricky places. Also, you will have to test the same part of songs several times just to make sure it's not just you, test a half of the song in one run or jump back and forth between the same two or three parts. Yes, it is absolutely normal to do so; aim to nullify the hit error or make it as close to zero as possible, preferably less than 3-5 milliseconds. Intimating as it is, you should not be discouraged. Learn by making mistakes.
In the end, we should tell you some important tips:
You should only help with timing if:
That should be all you really need to know about timing beatmaps. Although this guide is written to decrease the amount of incorrectly timed beatmaps, it may not be perfect. Feel free to ask around if you are having any trouble, since timing is by no means a simple topic.