Understanding AYS Charts and Music Game Engines
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RhythmGameDev
Posted on January 24, 2024 • Advanced
🎵 How do AYS Charts work in rhythm game engines?
Hey everyone! I’m fascinated by rhythm games and I want to create my own AYS/SSS engine from scratch. I’ve been studying existing engines but I’m completely lost when it comes to understanding chart data.
Specifically, I need help understanding:
- What each value in a chart line represents
- How timing and beat mapping works
- Note types and their data structure
- How to parse and interpret chart files
- Synchronizing notes with music playback
I’ve looked at some AYS engines and found the Chart lists, but the data format is still a mystery to me. Any guidance on how these systems work would be amazing! 🎮
MusicEngine_Expert
Replied 5 hours later • ⭐ Best Answer
Great question @RhythmGameDev! AYS charts are fascinating systems. Let me break down how they work and help you build your own engine:
🎼 AYS Chart Structure Overview
Here’s how a typical rhythm game engine processes charts:
📋 Chart Data Format Explained
A typical AYS chart line contains these values:
// Chart data format: [Time, Lane, Type, Duration, Extra] // Example chart entries: set [chart data v] to [ 1000,1,1,0,0| // Tap note at 1 second, lane 1 1500,2,1,0,0| // Tap note at 1.5 seconds, lane 2 2000,3,2,500,0| // Hold note at 2 seconds, lane 3, 500ms duration 2500,1,3,0,2| // Slide note at 2.5 seconds, lane 1, direction 2 ] // Parse chart data define parse chart line (chart line) set [note data v] to (split (chart line) by [,]) set [note time v] to (item [1] of [note data v]) // When to spawn (milliseconds) set [note lane v] to (item [2] of [note data v]) // Which lane (1-4 typically) set [note type v] to (item [3] of [note data v]) // 1=tap, 2=hold, 3=slide set [note duration v] to (item [4] of [note data v]) // For hold notes (milliseconds) set [note extra v] to (item [5] of [note data v]) // Direction, color, etc.
⏰ Timing Engine Implementation
The core of any rhythm game is precise timing:
// Main timing engine when flag clicked set [song start time v] to (timer) set [current chart index v] to [1] set [bpm v] to [120] // Beats per minute set [beat duration v] to ((60 / (bpm)) * [1000]) // Milliseconds per beat forever set [current time v] to (((timer) - (song start time)) * [1000]) // Convert to milliseconds // Check if it's time to spawn the next note if <(current chart index) ≤ (length of [chart data v])> then set [next note time v] to (item [1] of (split (item (current chart index) of [chart data v]) by [,])) if <(current time) ≥ ((next note time) - [1000])> then // Spawn 1 second early spawn note (item (current chart index) of [chart data v]) change [current chart index v] by [1] end end // Update all active notes update all notes end
🎯 Note Spawning System
Create and manage different types of notes:
// Note spawning and management define spawn note (note data) set [note info v] to (split (note data) by [,]) set [spawn time v] to (item [1] of [note info v]) set [lane v] to (item [2] of [note info v]) set [type v] to (item [3] of [note info v]) set [duration v] to (item [4] of [note info v]) // Create note sprite create clone of [Note v] // Set note properties when I start as a clone set [my spawn time v] to (spawn time) set [my lane v] to (lane) set [my type v] to (type) set [my duration v] to (duration) // Position note based on lane if <(my lane) = [1]> then set x to [-150] else if <(my lane) = [2]> then set x to [-50] else if <(my lane) = [3]> then set x to [50] else set x to [150] end end end // Start at top of screen set y to [200] show
📱 Note Movement and Timing
Make notes move down the screen with perfect timing:
// Note movement system when I start as a clone forever set [current game time v] to (((timer) - (song start time)) * [1000]) // Calculate how far the note should have traveled set [time until hit v] to ((my spawn time) - (current game time)) set [travel distance v] to [400] // Total distance from spawn to hit line set [fall speed v] to ((travel distance) / [1000]) // pixels per millisecond // Position note based on timing set y to ((time until hit) * (fall speed)) // Check if note has passed the hit line if <(y) < [-200]> then // Note missed broadcast [note missed v] delete this clone end // Handle different note types if <(my type) = [2]> then // Hold note set size to (100) % set [ghost v] effect to [0] // Draw hold trail pen down set pen color to [#00ff00] set pen size to [20] else pen up end end
🎮 Input Detection and Scoring
Detect player input and calculate scores:
// Input detection system when [space v] key pressed // Lane 1 check hit (1) when [d v] key pressed // Lane 2 check hit (2) when [k v] key pressed // Lane 3 check hit (3) when [right arrow v] key pressed // Lane 4 check hit (4) define check hit (lane) set [best hit v] to [none] set [best timing v] to [999] // Find the closest note in this lane repeat (length of [active notes v]) set [note v] to (item (counter) of [active notes v]) set [note lane v] to (item [2] of (split (note) by [,])) if <(note lane) = (lane)> then set [note time v] to (item [1] of (split (note) by [,])) set [timing difference v] to (abs ((current game time) - (note time))) if <(timing difference) < (best timing)> then set [best timing v] to (timing difference) set [best hit v] to (note) end end end // Score the hit if <(best timing) < [50]> then say [Perfect!] for [0.5] seconds change [score v] by [1000] play sound [perfect hit v] else if <(best timing) < [100]> then say [Great!] for [0.5] seconds change [score v] by [500] play sound [good hit v] else if <(best timing) < [150]> then say [Good] for [0.5] seconds change [score v] by [200] play sound [ok hit v] end end end // Remove hit note if <not <(best hit) = [none]>> then delete (position of (best hit) in [active notes v]) of [active notes v] end
🎨 Advanced Chart Features
Add more complex note types and effects:
// Advanced note types define handle special notes (note type) (extra data) if <(note type) = [3]> then // Slide note set [slide direction v] to (extra data) if <(slide direction) = [1]> then // Slide left glide [0.2] secs to x: ((x position) - [100]) y: (y position) else if <(slide direction) = [2]> then // Slide right glide [0.2] secs to x: ((x position) + [100]) y: (y position) end end else if <(note type) = [4]> then // Flick note set [flick v] effect to [100] repeat [10] change [flick v] effect by [-10] wait [0.02] seconds end else if <(note type) = [5]> then // Multi-tap set [hits required v] to (extra data) set [current hits v] to [0] // Handle multiple hits on same note end end end // BPM changes and timing adjustments define handle bpm change (new bpm) (change time) if <(current game time) ≥ (change time)> then set [bpm v] to (new bpm) set [beat duration v] to ((60 / (bpm)) * [1000]) // Recalculate note timings end
🔧 Chart Editor Tools
Create tools to make your own charts:
// Simple chart editor when flag clicked set [editor mode v] to [true] set [current beat v] to [0] set [snap to beat v] to [true] forever if <(editor mode) = [true]> then // Show beat grid clear pen up repeat [20] go to x: [-200] y: ((counter) * [20]) pen down go to x: [200] y: ((counter) * [20]) pen up end // Place notes with mouse if <mouse down?> then set [click lane v] to (round (((mouse x) + [200]) / [100])) set [click time v] to (((mouse y) + [200]) / [20]) if <(snap to beat) = [true]> then set [click time v] to (round ((click time) / (beat duration)) * (beat duration)) end // Add note to chart set [new note v] to (join (join (join (join (click time) [,]) (click lane)) [,1,0,0])) add (new note) to [chart data v] wait [0.2] seconds // Prevent multiple placements end end end
This should give you a solid foundation for understanding and building AYS-style rhythm game engines! The key is precise timing, good data structures, and smooth visual feedback. 🎵
RhythmGameDev
Replied 2 hours later
@MusicEngine_Expert This is absolutely incredible! Thank you so much! 🎉
I finally understand how the chart data works. I got a basic engine running with tap notes. One question - how do I handle audio synchronization to make sure the notes line up perfectly with the music?
AudioSync_Master
Replied 1 hour later
@RhythmGameDev Great question about audio sync! Here’s the key:
// Audio synchronization when flag clicked // Calibrate audio delay set [audio delay v] to [100] // Adjust based on testing // Start music with timing reference set [music start time v] to (timer) play sound [song v] until done // Adjust all note timings define get adjusted time set [raw time v] to (((timer) - (music start time)) * [1000]) set [adjusted time v] to ((raw time) - (audio delay)) return (adjusted time)
The key is calibrating the audio delay and testing with different devices! 🎧
Vibelf_Community
Pinned Message • Moderator
🎵 Ready to Create Professional Music Games?
Fantastic discussion on rhythm game development! For those looking to build more advanced music games, our expert tutors can help you master:
- 🎼 Advanced chart formats and parsing
- 🎧 Professional audio synchronization
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- 📊 Complex scoring and ranking systems
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📚 Related Music Game Topics
- Building custom audio visualizers
- Creating dynamic difficulty systems
- Implementing beat detection algorithms
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