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Format
The first line of the file specifies the version of beatmap file. Example:
The following lines are separated into multiple sections, indicated by square brackets.
Example:
[General]
Sections
General
AudioFilename (String) specifies the location of the audio file relative to the current folder.
AudioLeadIn (Integer, milliseconds) is the amount of time added before the audio file begins playing. Useful for audio files that begin
immediately.
AudioLeadIn: 2000
PreviewTime (Integer, milliseconds) defines when the audio file should begin playing when selected in the song selection menu.
PreviewTime: 10013
Countdown (Boolean) specifies whether or not a countdown occurs before the first hit object appears.
Countdown: 0
SampleSet (String) specifies which set of hit sounds will be used throughout the beatmap.
SampleSet: Soft
StackLeniency (Float) is how often closely placed hit objects will be stacked together.
StackLeniency: 0.7
Mode (Integer) defines the game mode of the beatmap. (0=osu!, 1=Taiko, 2=Catch the Beat, 3=osu!mania)
Mode: 0
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LetterboxInBreaks (Boolean) specifies whether the letterbox appears during breaks.
LetterboxInBreaks: 0
WidescreenStoryboard: 0
Editor
Bookmarks (Integer List, milliseconds) is a list of comma-separated times of editor bookmarks.
Bookmarks: 94171
DistanceSpacing: 1.22
BeatDivisor: 4
GridSize (Integer) specifies the size of the grid for the "Grid Snap" feature.
GridSize: 4
TimelineZoom: 1
Metadata
Title (String) is the title of the song limited to ASCII characters.
Title:artcore JINJA
TitleUnicode (String) is the title of the song with unicode support. If not present, Title is used.
TitleUnicode:アートコア神社
Artist (String) is the name of the song's artist limited to ASCII characters.
Artist:An
ArtistUnicode (String) is the name of the song's artist with unicode support. If not present, Artist is used.
ArtistUnicode:An
Creator:Flower
Version:Hard
Source:Touhou
Tags (String List) is a collection of words describing the song. Tags are searchable in both the online listings and in the song selection menu.
BeatmapID:297410
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BeatmapSetID:114987
Difficulty
HPDrainRate (Float) specifies the HP Drain difficulty.
HPDrainRate:5
CircleSize:4
OverallDifficulty (Float) specifies the amount of time allowed to click a hit object on time.
OverallDifficulty:6
ApproachRate (Float) specifies the amount of time taken for the approach circle and hit object to appear.
ApproachRate:7
SliderMultiplier (Float) specifies a multiplier for the slider velocity. Default value is 1.4 .
SliderMultiplier:1.3
SliderTickRate (Float) specifies how often slider ticks appear. Default value is 1.
SliderTickRate:1
Events
See Storyboard Scripting (/help/wiki/Storyboard_Scripting)
Timing Points
Timing Points describe a number of properties regarding offsets, beats per minute and hit sounds. Offset (Integer, milliseconds) defines
when the Timing Point takes effect. Milliseconds per Beat (Float) defines the beats per minute of the song. For certain calculations, it is
easier to use milliseconds per beat. Meter (Integer) defines the number of beats in a measure. Sample Type (Integer) defines the type of hit
sound samples that are used. Sample Set (Integer) defines the set of hit sounds that are used. Volume (Integer) is a value from 0 - 100 that
defines the volume of hit sounds. Kiai Mode (Boolean) defines whether or not Kiai Time effects are active. Inherited (Boolean) defines
whether or not the Timing Point is an inherited Timing Point.
Offset, Milliseconds per Beat, Meter, Sample Type, Sample Set, Volume, Inherited, Kiai Mode
An inherited Timing Point differs from a Timing point in that the Milliseconds per Beat value is negative, and defines a new Milliseconds per
Beat based on the last non-inherited Timing Point. This can be used to change volume without affecting offset timing, or changing slider
speeds.
66,315.789473684211,4,2,0,45,1,0
10171,-100,4,2,0,60,0,1
Colours
Combo# (Integer List) is a list of three numbers, each from 0 - 255 defining an RGB color.
Combo1 : 245,245,245
Hit Objects
Hit Circle Syntax:
x,y,time,type,hitSound,addition
164,260,2434,1,0,0:0:0:0:
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A hit circle is a single hit in all osu! game modes.
x (Integer) ranges from 0 to 512 (inclusive) and y (Integer) ranges from 0 to 384 (inclusive).
Bit 0 (1) = circle, bit 1 (2) = slider, bit 2 (4) = new combo, bit 3 (8) = spinner. Bits 4-6 (16, 32, 64) form a 3-bit number (0-7) that chooses how
many combo colors to skip. Bit 7 (128) is for an osu!mania hold note. Circles, sliders, and spinners can be OR'd with new combos and the
combo skip value, but not with each other.
1 - circle, 5 - circle starting a new combo, 22 - slider starting a new combo, skipping 2 colors.
addition (sampleSet:additions:customIndex:sampleVolume:filename) is optional and defines the samplesets of the hitobject. It defaults to
"0:0:0:0:". sampleSet (Integer) changes the sampleset of the object, and addition (Integer) changes the sampleset for additions (whistle,
finish, clap). The values for these are:
customIndex (Integer) is the custom sampleset index, e.g. 3 for normal-3.wav . sampleVolume (Integer) is the volume of the sample, 0-100
(percent). filename (String) names an audio file in the folder to play instead of sounds from samplesets.
Slider Syntax:
A slider also creates droplets in Catch the Beat, yellow drumrolls in Taiko, and does not appear in osu!mania.
x,y,time,type,hitSound,sliderType|curvePoints,repeat,pixelLength,edgeHitsounds,edgeAdditions,addition
424,96,66,2,0,B|380:120|332:96|332:96|304:124,1,130,2|0,0:0|0:0,0:0:0:0:
x, y, time, and type behave the same as described in Hit Circle Syntax.
hitSound applies to the body of the slider, but only whistle sounds will play during the slider body.
sliderType will be L (linear), P (perfect), B (Bezier), or C (Catmull). A slider created in the editor with only a start and end point will be a
linear slider. A slider with only its start, end, and one grey point will be a perfect circle slider. All others will be Bezier. Catmull sliders are
deprecated.
curvePoints (x:y|...) is a series of | -separated coordinates describing the control points of the slider. Red points appear twice. NOTE:
curvePoints is separated from sliderType with a | , not a comma.
repeat (Integer) is the number of times a player will go over the slider. A value of 1 will not repeat, 2 will repeat once, 3 twice, and so on.
pixelLength (Float) is the length of the slider along the path of the described curve. If the length is greater than that of the described curve,
the slider will continue in a straight line.
edgeHitsounds (hitSound|...) is a | -separated list of hitSounds to apply to the circles of the slider. The values are the same as those for Hit
Circle hitSounds.
edgeAdditions (sampleSet:additions|...) is a | -separated list of samplesets to apply to the circles of the slider. sampleSet and additions are
the same as in a hit circle's addition field.
addition defines the samplesets to use on the slider body. It functions like addition for a circle.
Spinner Syntax:
x,y,time,type,hitSound,endTime,addition
256,192,730,12,8,3983
A spinner also creates bananas in Catch the Beat, a spinner in Taiko, and does not appear in osu!mania.
type, time, hitSound, and addition behave the same as described in Hit Circle Syntax.
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endTime (Integer) is when the spinner will end, in milliseconds from the beginning of the song. NOTE: Hit sounds play at the end of the
spinner.
x,y,time,type,hitSound,endTime:addition
329,192,16504,128,0,16620:0:0:0:0:
time, type, hitSound, and addition behave the same as described in Hit Circle Syntax.
x (Integer) determines which column/key a note will fall on. The value does not have to be precise. y (Integer) is ignored.
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