BPM Changing Algorithm

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  • #390440

    PROGRAMMING KNOWLEDGE NEEDED. Don’t go crazy if you read some non-everyday word

     

    Hi at all! I’m making a Guitar Hero / Rock Band styled game. This is the result:

     

    Do you know the white lines on the lane that represent the current BPM?

    I’m finding some difficulties on this algorithm… I was thinking on something like this:

    There is a string: “0|160|2000|128|3500|130|”, where 0, 2000 and 3500 represent the X position where BPM must change, and 160, 128 and 130 are the BPM in relation to their previous X coordinate. Then, I face off the problem by doing a ‘for’, but I don’t know how to manage the BPM changes.

    So, can someone try to do some pseudocode or even code?

    I really want to release this project, because it would be useful for charting purposes (I think). In future, I will add all instruments support <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

    Thanks in advance!!

    #420717
    TrojanNemo
    Participant

      I’m a little skeptical here to even comment because it’s very obvious you’re very new at this.

      It seems like you’re getting stuck on one of the earliest issues that you should have worked out before even coming up with the fancy graphics.

      You haven’t given enough information for anyone to be able to help you. What language are you using? What library are you relying on to parse the MIDI? How about showing the code you have so far?

      You just expect someone to be able to create code to parse MIDI files for your game and in a way that works with your existing code with only the information in your OP?

      More importantly, what makes you think this is the optimal place to ask? There’s probably only 10 people on these forums, if that many, that can work out something like that. You’d probably be better off in a programming forum, and I can guarantee you that your post would be locked until rewritten because you don’t give nearly enough information for anyone to be able to help you.

       

      And, just as a side question, why is this worth anyone’s time, yourself included, when we have FoF, FoFiX and the very fully featured Phase Shift?

      #420722
      ws54
      Participant

        Not trying to discourage you but I agree with much of TrojanNemo’s comment. (But you did only ask for Pseudo code which should be good no matter what language you are coding this in.)

         

        It seems you are stuck at the beginning and trust me that you will have 100 more things to solve just like this. So you will really need to be up to the task to see this through.

         

        Since you have this ambition, how about considering building a RBN Preview FX to use in Reaper for Vocals? We don’t have that and that would be really useful for charting new songs.

        #420728
        Since you have this ambition, how about considering building a RBN Preview FX to use in Reaper for Vocals? We don’t have that and that would be really useful for charting new songs.

         

        And if that goes well, Pro Keys preview window too <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />

        #420730
        Since you have this ambition, how about considering building a RBN Preview FX to use in Reaper for Vocals? We don’t have that and that would be really useful for charting new songs.
        And if that goes well, Pro Keys preview window too <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />

         

        I second both of these suggestions <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />

        #420734
        Spindoctor
        Participant

           

          Since you have this ambition, how about considering building a RBN Preview FX to use in Reaper for Vocals? We don’t have that and that would be really useful for charting new songs.

           

          This would be the ultimate tool

          #420746
          Farottone
          Keymaster

            Do you know the white lines on the lane that represent the current BPM?

             

            Actually, no, they represent the beat markers, with upbeat and downbeat. BPM are not represented on screen. Also, keeping track of BPM changes I think pertains more to MIDI management than the game code itself, you should start there.

            #420753

            Ok, I found the way on how to show “beat lines”. Now I’m trying to manage the BPM changes…

            #420754
            TrojanNemo
            Participant

              Excellent response to the ongoing conversation. :excited:

              #420760
              Farottone
              Keymaster

                May I offer a small piece of advice? I think the perspective of the fretboard is really hard on the eyes. With that perspective you will notice that notes seem to gain speed (which leads to all kind of disorientation) and notes on the far end of the board will be hard to make out when they’re 1/16th series or quicker. I have to say though that I’m echoing the questions about why not pitching in to make things like Phase Shift better instead of starting from scratch.

                #420765
                AddyMills
                Participant

                  Do you know the white lines on the lane that represent the current BPM?

                   

                  Actually, no, they represent the beat markers, with upbeat and downbeat. BPM are not represented on screen. Also, keeping track of BPM changes I think pertains more to MIDI management than the game code itself, you should start there.

                   

                  Actually, BPM is represented in RB3. The lines you see are 8th notes. The BEAT track creates thicker white lines that are usually placed on top of these, which is how you get the pattern of thick line, thin line, etc.

                   

                  Should you have a song where the BEAT track does not line up with the song (The 5/8 sections in Panic Attack, or the little part after the BRE in Timmy and the Lords of the Underworld), you’ll get a really weird looking track due to the game trying to draw both the lines generated due to the BPM and the lines by the BEAT track.

                  #420769
                  Farottone
                  Keymaster

                    Actually, BPM is represented in RB3. The lines you see are 8th notes. The BEAT track creates thicker white lines that are usually placed on top of these, which is how you get the pattern of thick line, thin line, etc.

                     

                    Should you have a song where the BEAT track does not line up with the song (The 5/8 sections in Panic Attack, or the little part after the BRE in Timmy and the Lords of the Underworld), you’ll get a really weird looking track due to the game trying to draw both the lines generated due to the BPM and the lines by the BEAT track.

                     

                    I know that but they still represent beats and how the measure is divided, not the BPM rate. BPM rate sets how quickly the beat markers fly by.

                    #420779
                    I think the perspective of the fretboard is really hard on the eyes.

                    I think I should tilt the camera just a little bit…

                    #420780
                    TrojanNemo
                    Participant

                       

                      Really, I’m not sure if it’s a language thing, or if you’re trolling, or what :confused:

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