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Enhancement: Set Global Audio Offest Option For Charts (Or At Cut The Dead Space Out Of The Charting Grid) #3807
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I couldn't replicate the playhead skip you described on DadBattle Erect. Though I think Kolosaki mentioned an existing solution to your problem, I'd like to see what you mean "deadspace" so I can investigate this further. Videos would be really helpful in cases where you find yourself typing out long passages of text to describe the issue. |
Here is an example of the deadspace jumping effect in action: 2024-10-30.19-53-42.mp4Here are short examples of both the opponents and players notes in song being heard before the actual note press in action, easily hearable at slow playbacks, but once I hear it, I can't unhear it at normal speeds either: 2024-10-30.19-54-04.mp4bf.mp4Hope these clear things up. Since the offset is by exactly 2 steps for the notes, it still appears like the notes are being hit in time, but if you'll notice the sounds don't match the notes and if you try this yourself it'll be easier to see aswell. |
Thank you, these videos demonstrate it perfectly! |
With some testing, I was able to replicate this effect by setting any non-zero value for my input offsets. 20ms20ms.input.offset.mp4200ms200ms.input.offset.mp4-200ms-200ms.input.offset.mp4 |
Oh brother... I had my visual offsets at 150ms without realizing it. I feel a little silly now. Honestly, this was just my excuse to get off my ass and write this suggestion, and I've been wanting these features anyways regardless, so I think I'll leave the issue open, maybe I'll edit it some in a bit (I need to go to sleep), but yea I feel a preeety dumb. |
Wouldn't this mean your suggestion is already present in the game in the form of either visual/input offsets or song offsets? |
As far as I can tell, the currently implemented audio offset window does literally nothing + is buggy, and having the ability to see the instrumental waveform would still be nice. |
No wonder somethings to me felt a bit off sync when trying to mess with the song in the chart editor. I honestly thought that was something on my end but no lol. |
Issue Checklist
What is your suggestion, and why should it be implemented?
Currently, if a song has deadspace at the start of the track before anything can be heard, the engine automatically skips ahead of it. You can view this easily by going to say... DadBattle Erect, pressing 7 and setting your playback rate very low. Press play and then pause shortly after and you'll notice the play head jumping. This is the deadspace getting skipped. BUT, this deadspace isn't removed from the actual charting grid itself, meaning that if you attempt playing DadBattle Erect with that same low playback rate, you will immediately notice that the notes on the chart, setup as if this deadspace didn't exist, actually are hit slightly before the notes are played. It can be hard to hear at full speed, but once I hear it in a song, I can never unhear it. One solution is to move your notes down to wherever the playhead jumps to, and that works!- but what you can't fix is the camera bop events being permanently off-time, a problem made much more obvious when the notes don't line up with them, so it's usually best to just leave the small gap.
But this is a real shame. If there was simply a section in metadata called, millisecond audio offset or whatnot (Maybe it could even have it's own window I don't know), players could offset the audio so that it's beat line up perfectly with the charting grids as intended. You could even have an automatic option that sets the offset right to the edge of where the game detects deadspace. Supporting this, I'm also suggesting a "Show Inst Waveform" toggle in view, so if that deadspace ending comes first in the inst it'll be easier for the player to find that starting point (Plus a waveform of the Inst would just be a nice thing to have in general I think).
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