Oneshot Beats: Difference between revisions

Jump to navigation Jump to search
194 bytes removed ,  12 December 2022
Line 20: Line 20:


== Cueing ==
== Cueing ==
=== Basic Oneshots ===
[[File:Oneshot_Cues_1.png|thumb|Oneshot cues for a simple pattern]]
[[File:Oneshot_Cues_1.png|thumb|Oneshot cues for a simple pattern]]
[[File:Oneshot_Cues_2.png|thumb|Oneshot cues for a different pattern]]
[[File:Oneshot_Cues_2.png|thumb|Oneshot cues for a different pattern]]
The start of every Oneshot pattern is cued by either the nurse or Ian saying "Rea - Dy - Get - Set - Go!" or just "Get - Set - Go!". You can decide for yourself which of these you want to use, but it's recommended to include the "Rea - Dy" in very fast or complex patterns.
A oneshot pattern is always preceded by either the nurse or Ian saying "(Rea - Dy -) Get - Set - Go", and it continues until an "(And -) Stop" cue from the same voice as the cue-in, a different oneshot or [[Squareshots|squareshot]] cue-in from the same voice as the cue-in, or the end of the level. "Rea - Dy" is generally included in faster patterns to provide more reaction time, or in complex patterns that cannot be cued-in using "Get - Set - Go" alone. The two different cue-in voices allow for two simultaneous oneshot or squareshot patterns, typically on different rows.


The exact position of the "Get - Set - Go!" cues is determined by the rhythm of Oneshots. The time between "Get" and "Set" should match the time between the pulse of a oneshot (Pulse = Start of the oneshot, it's shown in the editor as a green line) and the hit of the oneshot (Shown as a yellow line). The time between "Set" and "Go"" should match the time between the hit of one oneshot and the pulse of the next one. The "Go"" should always line up with the first pulse of the first oneshot. Changes for how the onshot pulses do not need to be cued specially.
[[File:Oneshot_Cues_3.png|thumb|Oneshot cues for a complex pattern]]
The pattern of the cues shadows the pattern of the oneshots to follow. "Rea" and "Get" nominally line up with a oneshot pulse (green marker in the editor), and "Dy" and "Set" line up with a hit (yellow marker). After a "Go" cue, the pattern starting from the first "Rea" or "Get" cue until the "Go" cue is repeated continuously, and the player must input accordingly. Since only "Dy", "Set", and the interval of the pattern ultimately determine the hit timing, the pattern of the pulses does not necessarily need to follow the "Rea" and "Get"s.


Remember: "Rea" = '''Pulse''', "Dy" = '''Hit''', "Get" = '''Pulse''', "Set" = '''Hit''', "Go" = '''Pulse'''.
Remember: "Rea" = '''Pulse''', "Dy" = '''Hit''', "Get" = '''Pulse''', "Set" = '''Hit''', "Go" = '''Pulse'''.


The end of a set of oneshots should be announced by a "Stop" cue on the last hit of the last oneshot. You can optionally place an "And" before it, but it's not recommended to use the combined "And Stop" event.
A "Set - Go" cue-in can be used to reinitiate the previous oneshot pattern.


 
The combined "And Stop" event is not recommended.
=== Complex Oneshots ===
[[File:Oneshot_Cues_3.png|thumb|Oneshot cues for a complex pattern]]
If you have longer, more complex patterns, you still have to follow the rules of basic oneshot cue placement above. However now you need to place enough "Rea" and "Dy" events to match the length of your pattern. (Your pattern should always repeat after a set amount of beats) Just cover one whole iteration of your pattern in length with the cues.


== History ==
== History ==
Anonymous user

Navigation menu