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Post #1 · Posted at 2013-12-06 12:51:50pm 11.5 years ago

Offline Half-n-Half
Half-n-Half Avatar Member
12 Posts
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Reg. 2013-12-05

Moving the talk to an appropriate thread. - -

Left off at:

Quote: Hiryuu
Quote: Adamn
For something like this that's produced fully digitally, you probably want to start with a conversion of the NSF format's timing cues into .sm timing cues for the BPM adjustments.

With what?

I went straight from the OGG. I guess I could have asked Dave but I didn't KNOW Dave at the time.

Also, we're kinda off-topicing a newbie thread...

For me, this may come down to a philosophical debate that I don't really want to start; It'd be a shame to.

The methods you describe are, for sure, the best choice for complete accuracy.

Quote: SM MaxX
Syncing by ear can be a bad idea. It's usually better (well depending on the waveform at least) to check a specific part of the waveform along each measure and see if the numbers line up that way. Some audio editting program like acid/garageband can make checking this really easy, personally I just use audacity and check each measure that way; can be tedious but I usually don't have to check much if it's a constant bpm (drifty stuff is quite a pain though no matter what you do).

I personally have never found a use for assist tick, trusting what my ears hear instead of just what numbers say 98% of the time never works out. I also pretty much never trust bpm analyzers and only use them as rough estimates, check the numbers in audacity/SM and make adjustments that way.

Not sure I'm ready to invest quite that much time into my steps.
That said, they're still fairly accurate. It's not often that I don't get perfects or better, at least when I'm not goofing around and having too much fun. Tongue (that translates to falling off the pad, or turning around during steps for no good reason... I like to have fun...)
I come for the steps.

Post #2 · Posted at 2013-12-06 01:44:32pm 11.5 years ago

Offline Silverhawke
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4,606 Posts
Indonesia
Reg. 2009-01-27

3DS Friend Code: 3496-9710-9426
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Last updated: 2013-12-06 01:49pm
Personally, I think that if you're thinking of sharing your files, you'll be better of if your files are well-synced. People are more likely to play well-synced files after all.

It's not that hard to do anyway; usually I tend to avoid songs that drifts around... so it's really easy to sync. My way is to load the song on ACID, find the first downbeat guided by the waveform, figure out the BPM by shifting the measures until they align with all the following downbeats and after that, cutting and/or extending the song if the first downbeat I can see happens later than the song's start.

I use MP3 though, but as far as I know that the slight silence it introduces is constant (0.028ms of silence I think).

(also I think this thread should be in the Simulation subforum but oh well)
my homepage → silverhawke.xyz

Post #3 · Posted at 2013-12-07 02:28:26am 11.5 years ago

Offline [ICNH]
[ICNH] Avatar Banned
157 Posts
United States
Reg. 2008-01-25

Oh man, I was hoping we were gonna get to talk about stuff like how Happy Angel is a little bit late, or how 1998 drifts early at like 200 combo.

Post #4 · Posted at 2013-12-07 02:41:09am 11.5 years ago

Offline Hiryuu
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Reg. 2008-11-23

Nintendo Network ID: Rainhiryuu3DS Friend Code: 4699-5240-4471
"Retired?"
Quote: Silverhawke
...I use MP3 though, but as far as I know that the slight silence it introduces is constant (0.028ms of silence I think)...

I believe it's frame you should consider, not second. Frames are going to be what you're looking to talk about and this will change depending on what bitrate and what hertz your files are at.

Check the old LAME Tech FAQ and do a CTRL+F for padding. Whether or not this has really evolved that much over the years (I know LAME v4 is on the horizon) and the padding has the potential to be dropped to 0 frames, I'm not sure, but every encode of an MP3 out there is different based on the version of LAME it's using, what codec it's using, its rate, etc.

In that capacity, you are much better off using OGG, since you can simply get a 0 offset without even trying. You just need the appropriate software (Audacity, Goldwave, etc.) to do this. Of course, you'll probably get heat from people that say 'never convert from MP3 to OGG' but eh. It's not about maximum audio quality in this either unless you can get a lossless stream into OGG and the effects on the output OGG file against a high quality MP3 are minimal. It's much better to use something lossless but some don't have that option unless they have the original media or material.
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