Post by paulnet on Apr 6, 2014 20:28:28 GMT
Speed latency is the way speeds become faster or slower in relation to the other speeds in the chart.
Here's an easy explanation, assuming you're using the new Adobe Air charter.
Let's say your chart is entirely at 1x speed. The notes will move at default speed.
However, if you leave the first half at 1x, and then change the second half to 10x, the second half will not go at 10 times the default speed. Rather, the first half of the chart will go at about 5 times slower than default, and the second half will go about 5 times faster.
The practical application of speed latency is making your entire chart to go faster or slower. If you add a 10x into your chart, as I explained, your 1x speed will be going five times as slow. Therefore, if you want your entire chart to go slower, add a high speed at the very end of the chart, after the last note.
Alternatively, if you want your chart to go faster, add a slow speed at the end of the chart.
Why is this even necessary? Let's say that you want your chart to be twice as fast. You could try making the entire chart 2x speed - but this would have no effect whatsoever. The chart would still move at default speed. As a rule of thumb, any chart with only one speed will always go to default, whether it's 1x or 10x.
And that's really all you absolutely need to know about that. See below if you want a more detailed explanation.
Complicated explanation:
(I'm not really expecting you to read this, this part is mostly just me showing off.)
First off:
-"Charter BPM" and "charter speed" are the BPM and speed options you can change in the Adobe Air charter.
-"Gamefile BPMs" are something totally different - they are the BPM numbers found in the final .txt gamefile, and have no relation to charter BPMs at all. To see these, you have to open the .txt file in a text editing program.
-Gamefile BPMs are actually linked to the charter speed:
1x charter speed is 120 gamefile BPM
2x charter speed is 240 gamefile BPM
0.5x charter speed is 60 gamefile BPM
So when I say "BPM" in this tutorial it means gamefile BPM, not charter BPM!
What default speed is:
As I said earlier, speed latency is the way different speeds become faster or slower in relation to the other speeds in the chart. The way it works is this: the average of all the gamefile BPMs in the chart will be set at the default speed, and every other speed will become based off of that.
For example, let's say you have BPMs 120 and 240 in one of your charts (charter speeds 1x and 2x). The average of 120 and 240 is 180, so 180 BPM will be at default speed.
If you have BPMs 200 and 300 in another chart, 250 BPM will be at default speed.
So, 180 BPM in your first chart will be exactly the same speed as 250 BPM in your second chart.
Why it works:
Consider making charts with only one speed. The average BPM for these charts are obviously whichever gamefile BPM it's at. This explains why any charts with only one gamefile BPM will always be at default speed, whether it's 120 BPM or 1200000 BPM.
(The exception is if you put 0 BPM, in which case the chart will be at a standstill the entire time.)
Adding a high speed at the end of your chart, like I advised earlier, causes the average to be higher. The original BPM is now lower than the average, so it is slower than default. The opposite goes for adding a slow speed.
Infinite speed:
The last thing is very interesting. Consider a chart at 120 BPM (1x charter speed). If you add a -120 BPM at the end (which is negative 120, in case there's any confusion), 0 BPM will be the average. The game assumes that 120 BPM is an infinite amount more than 0 BPM, so that's how fast the notes will move.
:x
So it stands to reason that as your average BPM gets closer and closer to 0, speeds become faster and faster exponentially until they reach infinity.
Next you should imagine what happens when the average BPM is negative, Let's say the average BPM becomes -120. How many times faster is 120 than -120? -1 times.
So... positive BPMs will be played at a negative speed, and negative BPMs will be played at a positive speed.
I've found this actually useful to know. Once I was testing an extremely gimmicky chart, and all the notes started going backwards. I was so confused
Speed latency is weird.
(this is a old forums post originally made by nivrad00)
Here's an easy explanation, assuming you're using the new Adobe Air charter.
Let's say your chart is entirely at 1x speed. The notes will move at default speed.
However, if you leave the first half at 1x, and then change the second half to 10x, the second half will not go at 10 times the default speed. Rather, the first half of the chart will go at about 5 times slower than default, and the second half will go about 5 times faster.
The practical application of speed latency is making your entire chart to go faster or slower. If you add a 10x into your chart, as I explained, your 1x speed will be going five times as slow. Therefore, if you want your entire chart to go slower, add a high speed at the very end of the chart, after the last note.
Alternatively, if you want your chart to go faster, add a slow speed at the end of the chart.
Why is this even necessary? Let's say that you want your chart to be twice as fast. You could try making the entire chart 2x speed - but this would have no effect whatsoever. The chart would still move at default speed. As a rule of thumb, any chart with only one speed will always go to default, whether it's 1x or 10x.
And that's really all you absolutely need to know about that. See below if you want a more detailed explanation.
Complicated explanation:
(I'm not really expecting you to read this, this part is mostly just me showing off.)
First off:
-"Charter BPM" and "charter speed" are the BPM and speed options you can change in the Adobe Air charter.
-"Gamefile BPMs" are something totally different - they are the BPM numbers found in the final .txt gamefile, and have no relation to charter BPMs at all. To see these, you have to open the .txt file in a text editing program.
-Gamefile BPMs are actually linked to the charter speed:
1x charter speed is 120 gamefile BPM
2x charter speed is 240 gamefile BPM
0.5x charter speed is 60 gamefile BPM
So when I say "BPM" in this tutorial it means gamefile BPM, not charter BPM!
What default speed is:
As I said earlier, speed latency is the way different speeds become faster or slower in relation to the other speeds in the chart. The way it works is this: the average of all the gamefile BPMs in the chart will be set at the default speed, and every other speed will become based off of that.
For example, let's say you have BPMs 120 and 240 in one of your charts (charter speeds 1x and 2x). The average of 120 and 240 is 180, so 180 BPM will be at default speed.
If you have BPMs 200 and 300 in another chart, 250 BPM will be at default speed.
So, 180 BPM in your first chart will be exactly the same speed as 250 BPM in your second chart.
Why it works:
Consider making charts with only one speed. The average BPM for these charts are obviously whichever gamefile BPM it's at. This explains why any charts with only one gamefile BPM will always be at default speed, whether it's 120 BPM or 1200000 BPM.
(The exception is if you put 0 BPM, in which case the chart will be at a standstill the entire time.)
Adding a high speed at the end of your chart, like I advised earlier, causes the average to be higher. The original BPM is now lower than the average, so it is slower than default. The opposite goes for adding a slow speed.
Infinite speed:
The last thing is very interesting. Consider a chart at 120 BPM (1x charter speed). If you add a -120 BPM at the end (which is negative 120, in case there's any confusion), 0 BPM will be the average. The game assumes that 120 BPM is an infinite amount more than 0 BPM, so that's how fast the notes will move.
:x
So it stands to reason that as your average BPM gets closer and closer to 0, speeds become faster and faster exponentially until they reach infinity.
Next you should imagine what happens when the average BPM is negative, Let's say the average BPM becomes -120. How many times faster is 120 than -120? -1 times.
So... positive BPMs will be played at a negative speed, and negative BPMs will be played at a positive speed.
I've found this actually useful to know. Once I was testing an extremely gimmicky chart, and all the notes started going backwards. I was so confused
Speed latency is weird.
(this is a old forums post originally made by nivrad00)