Post #1 · Posted at 2014-11-27 10:26:33pm 9.3 years ago
HealingDMax300 | |
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I just can't seem to get it synced right. I uploaded it to my simfile category so here's the link: http://zenius-i-vanisher.com/v5.2/viewsimfile.php?simfileid=25207 I would greatly appreciate it.
Also, is there any way to accurately measure how long a stop is?
Also, is there any way to accurately measure how long a stop is?
Post #2 · Posted at 2014-11-27 11:55:36pm 9.3 years ago
I'll see if I can sync it for you.
And yes, there is a way to calculate stops.
First, figure out how many beats the stop is (if the stop doesn't seem to follow any beats, then you'll have to measure its length using a music editor, such as the Edison plugin in FL studio.) Once you figure out the length in beats, then use this formula (b = # of beats):
60b/BPM = # of seconds
And yes, there is a way to calculate stops.
First, figure out how many beats the stop is (if the stop doesn't seem to follow any beats, then you'll have to measure its length using a music editor, such as the Edison plugin in FL studio.) Once you figure out the length in beats, then use this formula (b = # of beats):
60b/BPM = # of seconds
Post #3 · Posted at 2014-11-28 01:09:07am 9.3 years ago
Thanks.
Post #4 · Posted at 2014-11-28 02:03:56pm 9.3 years ago
If you're using StepMania editor, there is a function that convert selected beat/measure to stop. Everything below the selected beats/measures will be shifted up after conversion.
Select desired beat snap, highlight beats or measures and press enter. You will see something like "convert beats to stop" or whatever.
The length of stop depend on how you covert them to your liking.
Select desired beat snap, highlight beats or measures and press enter. You will see something like "convert beats to stop" or whatever.
The length of stop depend on how you covert them to your liking.
Post #5 · Posted at 2014-11-28 02:17:16pm 9.3 years ago
darkanine | |
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"bing bong" |
Oh yeah I forgot about that tool. That would be much easier
Post #6 · Posted at 2014-11-28 06:30:59pm 9.3 years ago
SM MaxX | |
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"I play too much touhou" |
it's also a great way to rack up rounding errors in your stops and make the sync drift if you aren't actively paying attention to what numbers it's spitting out and adjusting for said rounding errors. Just throwing that out there.
formula I use pretty much all the time for calculating stops (aka stole from mudkyp like years ago now):
formula I use pretty much all the time for calculating stops (aka stole from mudkyp like years ago now):
Quote
[60/(BPM*Q)*(1-1/m)]
BPM = Beats per minute
Q = desired quantization of stutters per beat. So if you're doing 16th stutters, multiply the BPM by 4. 32nds? By 8.
m = Rate of stutter. 1.5 is surefire awesomeness, but for harsher sounds, go with 2.0. With subtle appearing stutters, go with 1.25, or sometimes 1.33
BPM = Beats per minute
Q = desired quantization of stutters per beat. So if you're doing 16th stutters, multiply the BPM by 4. 32nds? By 8.
m = Rate of stutter. 1.5 is surefire awesomeness, but for harsher sounds, go with 2.0. With subtle appearing stutters, go with 1.25, or sometimes 1.33
Post #7 · Posted at 2014-11-28 07:48:35pm 9.3 years ago
No need to use that formula because working any conversion in StepMania editor is more convenient because you see everything.
JUST NOTE: Don't use vanilla SM 3.9 editor because every decimal number is rounded up to hundredth place (2 decimal places) which always produce wrong syncs.
JUST NOTE: Don't use vanilla SM 3.9 editor because every decimal number is rounded up to hundredth place (2 decimal places) which always produce wrong syncs.
Post #8 · Posted at 2014-11-28 08:19:39pm 9.3 years ago
Loodee | |
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Well you do need to compensate with bpm changes if the stop is an 8th long for example, otherwise you'll just end up having all 4ths appearing as 8ths and vice versa. It also helps making smaller stops (8ths and smaller) easier to read when playing.
And as SM maxx said, if you have a lot of stutters/stops, the rounding might make the whole thing go offsync. Unless your stop is more than a 4th long, stick to the formula he posted
And as SM maxx said, if you have a lot of stutters/stops, the rounding might make the whole thing go offsync. Unless your stop is more than a 4th long, stick to the formula he posted
Post #9 · Posted at 2014-11-28 09:10:46pm 9.3 years ago
SM MaxX | |
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"I play too much touhou" |
Quote
JUST NOTE: Don't use vanilla SM 3.9 editor because every decimal number is rounded up to hundredth place (2 decimal places) which always produce wrong syncs.
If the SM build can't go beyond millisecond decimal placing for stops then it's gonna have rounding errors if you aren't checking and just blindly placing the numbers it spits out at you. Rounding errors bigger than 5 ms may not seem like much on paper but the fact is it makes a pretty huge difference when playing considering how small the judgement windows are in the first place (marvelous is like 16ish ms wide, leaving in a 5 ms error pretty much reduces it almost a 1/3).