Lightshow
Similar to the beatmap file, the lightshow file defines collections and associated metadata for all non-interactable beatmap items, such as environment objects and lighting effects.
INFO
In v3 and earlier, any collections for non-interactable beatmap objects are located in the corresponding Beatmap file. You can refer to the sample files included there to know where the corresponding collections are located.
Sample Data
{
"version": "4.0.0",
"basicEvents": [
{
"b": 10,
"i": 0
}
],
"basicEventsData": [
{
"t": 1,
"i": 3,
"f": 1
}
],
"colorBoostEvents": [
{
"b": 10,
"i": 0
}
],
"colorBoostEventsData": [
{
"b": 1
}
],
"waypoints": [
{
"b": 10,
"i": 0
}
],
"waypointsData": [
{
"x": 1,
"y": 0,
"d": 1
}
],
"basicEventTypesWithKeywords": {
"d": [
{
"k": "SECRET",
"e": [
40,
41,
42,
43
]
}
]
},
"eventBoxGroups": [
{
"b": 2,
"g": 0,
"t": 1,
"e": [
{
"f": 0,
"e": 0,
"l": [
{
"b": 0,
"i": 0
}
]
}
]
},
{
"b": 2,
"g": 0,
"t": 2,
"e": [
{
"f": 0,
"e": 0,
"l": [
{
"b": 0,
"i": 0
}
]
}
]
},
{
"b": 2,
"g": 0,
"t": 3,
"e": [
{
"f": 0,
"e": 0,
"l": [
{
"b": 0,
"i": 0
}
]
}
]
},
{
"b": 2,
"g": 0,
"t": 4,
"e": [
{
"f": 0,
"e": 0,
"l": [
{
"b": 0,
"i": 0
}
]
}
]
}
],
"indexFilters": [
{
"c": 1,
"f": 1,
"p": 1,
"t": 0,
"r": 0,
"n": 0,
"s": 0,
"l": 0,
"d": 0
}
],
"lightColorEventBoxes": [
{
"w": 1,
"d": 1,
"s": 1,
"t": 1,
"b": 1,
"e": 0
}
],
"lightColorEvents": [
{
"p": 0,
"e": 0,
"c": 1,
"s": 1,
"f": 0,
"sb": 0,
"sf": 0
}
],
"lightRotationEventBoxes": [
{
"w": 1,
"d": 1,
"s": 1,
"t": 1,
"b": 1,
"e": 0,
"a": 0,
"r": 1
}
],
"lightRotationEvents": [
{
"p": 0,
"e": 1,
"r": 340,
"d": 1,
"l": 1
}
],
"lightTranslationEventBoxes": [
{
"w": 1,
"d": 1,
"s": 1,
"t": 1,
"b": 1,
"e": 0
}
],
"lightTranslationEvents": [
{
"p": 0,
"e": 1,
"t": 100
}
],
"fxEventBoxes": [
{
"w": 1,
"d": 1,
"s": 1,
"t": 1,
"b": 1,
"e": 0
}
],
"floatFxEvents": [
{
"p": 0,
"e": 1,
"v": 100
}
],
"useNormalEventsAsCompatibleEvents": false
}
Summary
Introduced in 1.34.5
- All non-interactable beatmap objects were relocated to this file.
Basic Events
{
"_events": [
{
"_time": 10, // Beat
"_type": 1, // Type
"_value": 3, // Value
},
],
}
{
"_events": [
{
"_time": 10, // Beat
"_type": 1, // Type
"_value": 3, // Value
"_floatValue": 1.0, // Float Value
},
],
}
{
"basicBeatmapEvents": [
{
"b": 10, // Beat
"et": 1, // Type
"i": 3, // Value
"f": 1.0, // Float Value
},
],
}
{
"basicEvents": [
{
"b": 10, // Beat
"i": 0, // Metadata Index
},
],
"basicEventsData": [
{
"t": 1, // Type
"i": 3, // Value
"f": 1.0, // Float Value
},
],
}
Beat
A specific point in time, as determined by the BPM of the song, when this event should produce its effect.
Type
An integer value which represents what group of environment objects are affected.
Contrary to popular belief, the values for these events are predefined to ensure compatibility across legacy environments. The following table lists those values which are compatible and their corresponding effects:
Value | Result |
---|---|
0 | Light |
1 | Light |
2 | Light |
3 | Light |
4 | Light |
5 | Color Boost (Legacy) |
6 | Light |
7 | Light |
8 | Value / Trigger |
9 | Value / Trigger |
10 | Light / BPM Change (Legacy) |
11 | Light |
12 | Value |
13 | Value |
14 | Early Lane Rotation (Legacy) |
15 | Late Lane Rotation (Legacy) |
16 | Value |
17 | Value |
18 | Value |
19 | Value |
40 | Special |
41 | Special |
42 | Special |
43 | Special |
100 | BPM Change (Legacy) |
TIP
For more information on how these events are assigned on a per-environment level, you can check out the Environment Previews section.
INFO
Types 5
, 14
, 15
, and 100
are deprecated in v3 or later, in favor of more flexible data structures for the respective behaviors.
WARNING
Certain event types have been historically reworked by Beat Games to adopt new behaviors, which may cause older maps or mods that previously utilized these event types for custom behaviors to break in specific contexts:
- Type
14
and15
were originally used by the Custom Platforms mod as custom lighting lanes. This may result in older maps that use these events to spawn indicator lines for notes similar to 360/90 modes or produce unintended lane rotations. - Type
10
was originally used as BPM Change events prior to the 1.18.0 update, where it was later reassigned as a Light event. This may result in newer maps that use type10
events to produce unintended BPM changes on older versions of the game.
Value
An integer value which produces a specific effect based on its type.
TIP
For more information on the acceptable values for each environment's unique effects, check out the Environment Previews section.
Light Events
The following table can be used to determine its effect:
Value | Result | Behavior |
---|---|---|
0 | Off | Turns the light group off. |
1 | Static (Secondary) | Changes the lights to the secondary color, and turns the lights on. |
2 | Flash (Secondary) | Changes the lights to the secondary color, and flashes brightly before returning to normal. |
3 | Fade (Secondary) | Changes the lights to the secondary color, and flashes brightly before fading to black. |
4 | Transition (Secondary) | Changes the lights to the secondary color by fading from the current state. |
5 | Static (Primary) | Changes the lights to the primary color, and turns the lights on. |
6 | Flash (Primary) | Changes the lights to the primary color, and flashes brightly before returning to normal. |
7 | Fade (Primary) | Changes the lights to the primary color, and flashes brightly before fading to black. |
8 | Transition (Primary) | Changes the lights to the primary color by fading from the current state. |
9 | Static (White) | Changes the lights to white, and turns the lights on. |
10 | Flash (White) | Changes the lights to white, and flashes brightly before returning to normal. |
11 | Fade (White) | Changes the lights to white, and flashes brightly before fading to black. |
12 | Transition (White) | Changes the lights to white by fading from the current state. |
Value Events
The event will read the provided value to control the parameters of the effect.
Trigger Events
The value goes unused, as any value will trigger the event.
Special Events
The value is used to control the keyword-specific effects. See Special Event Keywords for more details.
Color Boost Events (Legacy)
The value is used to toggle the color boost effect. See Color Boost Events for more details.
Value | Result |
---|---|
0 | Disable Color Boost |
1 | Enable Color Boost |
INFO
These events are deprecated in v3 or later, in favor of more robust implementations and data structures in future schemas.
Rotation Events (Legacy)
The value is used to control the magnitude and direction of the lane rotation. See Spawn Rotations for more details.
Value | Result |
---|---|
0 | 60 Degrees Counter-Clockwise |
1 | 45 Degrees Counter-Clockwise |
2 | 30 Degrees Counter-Clockwise |
3 | 15 Degrees Counter-Clockwise |
4 | 15 Degrees Clockwise |
5 | 30 Degrees Clockwise |
6 | 45 Degrees Clockwise |
7 | 60 Degrees Clockwise |
INFO
These events are deprecated in v3 or later, in favor of an updated syntax that allows for more freedom for the available increments of lane changes.
Float Value
As described, allows you to more precisely tune a parameter for the effect.
Light Events
The float value is used to control the brightness of the light. A value of 0 will turn the light off.
BPM Events (Legacy)
The value is used to alter the BPM at the indicated beat. See BPM Events for more details.
Color Boost Events
Allows you to swap the environment colors to a secondary pair.
{
"_events": [
{
"_time": 10, // Beat
"_type": 5,
"_value": 1, // Boost
},
],
}
{
"colorBoostBeatmapEvents": [
{
"b": 10, // Beat
"o": true, // Boost
},
],
}
{
"colorBoostEvents": [
{
"b": 10, // Beat
"i": 0, // Metadata Index
},
],
"colorBoostEventsData": [
{
"b": 1, // Boost
},
],
}
Beat
A specific point in time, as determined by the BPM of the song, when this event should produce its effect.
Boost
Determines whether the color boost effect is enabled.
Waypoints
Used to control the TinyTAN figures that are exclusive to the BTS environment.
TIP
For more detailed information on how to control the TinyTAN figures, check out the following document.
{
"_waypoints": [
{
"_time": 10.0, // Beat
"_lineIndex": 1, // Line Index
"_lineLayer": 0, // Line Layer
"_offsetDirection": 1, // Offset Direction
},
],
}
{
"waypoints": [
{
"b": 10.0, // Beat
"x": 1, // Line Index
"y": 0, // Line Layer
"d": 1, // Offset Direction
},
],
}
{
"waypoints": [
{
"b": 10.0, // Beat
"i": 0, // Metadata Index
},
],
"waypointsData": [
{
"x": 1, // Line Index
"y": 0, // Line Layer
"d": 1, // Offset Direction
},
],
}
Beat
A specific point in time, as determined by the BPM of the song, which helps determine when movements should start/end.
Line Index
The horizontal row where the figure should be positioned on the grid. The indices run from 0 to 3, with 0 being the left-most lane.
Line Layer
The vertical column where the figure should be positioned on the grid. The indices run from 0 to 2, with 0 being the bottom-most lane.
Offset Direction
The direction that the figure is expected to move towards at the start of its movement path.
Value | Result |
---|---|
0 | Up |
1 | Down |
2 | Left |
3 | Right |
4 | Up Left |
5 | Up Right |
6 | Down Left |
7 | Down Right |
Special Event Keywords
A configurable set of overrides to basic event lanes that unlock special behavior unique to specific environments.
Each special event lane requires a secret keyword for proper functionality. By providing a valid keyword, any Basic Events assigned to these special event lanes can produce their corresponding effects.
{
"_specialEventsKeywordFilters": {
"_keywords": [
{
"_keyword": "SECRET", // Keyword
"_specialEvents": [40, 41, 42, 43], // Event Types
},
],
},
}
{
"basicEventTypesWithKeywords": {
"d": [
{
"k": "SECRET", // Keyword
"e": [40, 41, 42, 43], // Event Types
},
],
},
}
{
"basicEventTypesWithKeywords": {
"d": [
{
"k": "SECRET", // Keyword
"e": [40, 41, 42, 43], // Event Types
},
],
},
}
Keyword
Used to activate the special event lanes for the selected environment when valid.
INFO
We will not be listing any of the valid keywords here, as some special effects incorporate literal branding elements or other copyrighted assets that are not intended to be used outside of an official capacity.
Event Types
Determines which special event lanes should be enabled when the provided keyword is valid.
For compatibility purposes, event types 40
, 41
, 42
, and 43
are exclusively reserved for special event lanes.
Event Box Groups
Controls how certain lighting effects are distributed across a group of associated environment objects.
- In v3, all Event Box Groups have their own dedicated collections, despite sharing similar structures.
- In v4, all Event Box Groups are co-located in the same collection, where an additional field is used to determine its type and any metadata is referenced using the new template-like syntax.
{
"...EventBoxGroups": [
{
"b": 2.0, // Beat
"g": 0, // Group
"e": [...] // Event Boxes
}
]
}
{
"eventBoxGroups": [
{
"b": 2.0, // Beat
"g": 0, // Group
"t": 0, // Type
"i": {
"f": 0, // Index Filter Metadata Index
"e": 0, // Event Box Metadata Index
"l": [
{
"b": 0.0, // Beat Offset
"i": 0, // Event Metadata Index
}
],
}
}
],
"indexFilters": [...],
"...EventBoxes": [...],
"...Events": [...]
}
Beat
A specific point in time, as determined by the BPM of the song, when all event boxes in the group should start their effects.
Group
An integer value which represents what group of environment objects are affected.
Type
The type of event box that the data is associated with. Used in schemas where all event boxes are co-located in the same collection.
Value | Result |
---|---|
0 | None |
1 | Light Color |
2 | Light Rotation |
3 | Light Translation |
4 | Float FX |
Index Filters
Allows you to filter specific environment objects within an event box and control how its effects are distributed.
{
"...EventBoxGroups": [
{
"e": [
{
"f": {
"f": 1, // Type
"p": 1, // Parameter 0
"t": 0, // Parameter 1
"r": 0, // Reverse
},
},
],
},
],
}
{
"...EventBoxGroups": [
{
"e": [
{
"f": {
"c": 1, // Chunks
"f": 1, // Type
"p": 1, // Parameter 0
"t": 0, // Parameter 1
"r": 0, // Reverse
"n": 0, // Randomization Behavior
"s": 0, // Randomization Seed
"l": 0.0, // Limit Percentage
"d": 0, // Limit Behaviour
},
},
],
},
],
}
{
"indexFilters": [
{
"c": 1, // Chunks
"f": 1, // Type
"p": 1, // Parameter 0
"t": 0, // Parameter 1
"r": 0, // Reverse
"n": 0, // Randomization Behaviour
"s": 0, // Randomization Seed
"l": 0.0, // Limit Percentage
"d": 0, // Limit Behaviour
},
],
}
Chunks
An integer value which divides all available objects within a group into a defined number of sections, where each section behaves as if it were a singular object.
Type
An integer value which determines how the environment objects will be filtered within the group.
The functionality of the two "parameter" fields will change depending on the type.
Value | Result |
---|---|
0 | Division |
1 | Step and Offset |
Division
If "type" is 0
, all environment objects will be equally distributed into the defined number of sections, and only those objects within the indicated section will be processed.
p
determines the number of sections to divide the objects within the group into.t
determines the section that will be affected
Step and Offset
If "type" is 1
, the filter will iterate over all available environment objects in the group and skip over a defined number of elements at a time, as determined by its "step" value.
p
determines the starting light that will be affected.t
determines the step value, or the number of objects that will be skipped when iterating over the available objects in the group.
Reverse
A binary integer value (0 or 1) which determines whether the distribution of effects should be reversed.
Randomization Behavior
A bitmask which determines how randomization should be applied to filtered objects.
Value | Result |
---|---|
0 | No Random |
1 | Keep Order |
2 | Random Elements |
Randomization Seed
An integer value which determines the seed used with random ordering behaviour.
Limit Percentage
A normalized value (0.0 to 1.0) which determines the percentage of filtered objects that should be affected.
Limit Behavior
A bitmask which determines whether the limit should affect the distributions within its event boxes.
Value | Result |
---|---|
0 | None |
1 | Duration |
2 | Distribution |
Light Color Event Boxes
Allows you to control the lighting properties of filtered environment objects, including color and brightness values.
{
"lightColorEventBoxGroups": [
{
"b": 2.0,
"g": 0,
"e": [
{
"f": {...}, // Index Filter
"w": 1.0, // Beat Distribution: Value
"d": 1, // Beat Distribution: Type
"r": 1.0, // Brightness Distribution: Value
"t": 1, // Brightness Distribution: Type
"b": 1, // Brightness Distribution: Affects First
// Light Color Events
"e": [
{
"b": 0.0, // Beat Offset
"i": 0, // Transition Type
"c": 1, // Color
"s": 1.0, // Brightness
"f": 0, // Strobe Frequency
}
]
}
]
}
]
}
{
"lightColorEventBoxGroups": [
{
"b": 2.0,
"g": 0,
"e": [
{
"f": {...}, // Index Filter
"w": 1.0, // Beat Distribution: Value
"d": 1, // Beat Distribution: Type
"r": 1.0, // Brightness Distribution: Value
"t": 1, // Brightness Distribution: Type
"b": 1, // Brightness Distribution: Affects First
"i": 0, // Brightness Distribution: Easing
// Light Color Events
"e": [
{
"b": 0.0, // Beat Offset
"i": 0, // Transition Type
"c": 1, // Color
"s": 1.0, // Brightness
"f": 0, // Strobe Frequency
}
]
}
]
}
]
}
{
"lightColorEventBoxGroups": [
{
"b": 2.0,
"g": 0,
"e": [
{
"f": {...}, // Index Filter
"w": 1.0, // Beat Distribution: Value
"d": 1, // Beat Distribution: Type
"r": 1.0, // Brightness Distribution: Value
"t": 1, // Brightness Distribution: Type
"b": 1, // Brightness Distribution: Affects First
"i": 0, // Brightness Distribution: Easing
// Light Color Events
"e": [
{
"b": 0.0, // Beat Offset
"i": 0, // Transition Type
"c": 1, // Color
"s": 1.0, // Brightness
"f": 0, // Strobe Frequency
"sb": 0, // Strobe Brightness
"sf": 0, // Strobe Fade
}
]
}
]
}
]
}
{
"eventBoxGroups": [
{
"b": 2.0,
"g": 0,
"t": 1,
"e": [
{
"f": 0, // Index Filter Metadata Index
"e": 0, // Event Box Metadata Index
"l": [
{
"b": 0.0, // Beat Offset
"i": 0, // Event Metadata Index
}
],
}
]
}
],
"indexFilters": [
{...},
],
"lightColorEventBoxes": [
{
"w": 1.0, // Beat Distribution: Value
"d": 1, // Beat Distribution: Type
"s": 1.0, // Brightness Distribution: Value
"t": 1, // Brightness Distribution: Type
"b": 1, // Brightness Distribution: Affects First
"e": 0, // Brightness Distribution: Easing
}
],
"lightColorEvents": [
{
"p": 0, // Transition Type
"e": 0, // Easing
"c": 1, // Color
"s": 1.0, // Brightness
"f": 0, // Strobe Frequency
"sb": 0, // Strobe Brightness
"sf": 0, // Strobe Fade
}
],
}
Beat Distribution
Determines how the effects will be processed over time, in relation to the starting beat.
Value | Behavior | Result |
---|---|---|
1 | Wave | After w beats, the last step takes effect. |
2 | Step | After w beats, the next step takes effect. |
Brightness Distribution
Determines how the brightness of all filtered objects should be adjusted when iterating through the sequence.
Value | Behavior | Result |
---|---|---|
1 | Wave | The difference between the last and first step. |
2 | Step | The difference between each step. |
Affects First
A binary integer value (0 or 1) which determines whether the distribution should affect the first event in the sequence.
Easing
An integer value which determines the interpolation of the distribution, or the behavior for how to traverse the sequence.
Easings
For any fields that reference easing types, you can refer to the following table to know how the values should be referenced. You may also consult the following website to see the different easings in action.
Value | Easing Type |
---|---|
-1 | None |
0 | Linear |
1 | InQuad |
2 | OutQuad |
3 | InOutQuad |
4 | InSine |
5 | OutSine |
6 | InOutSine |
7 | InCubic |
8 | OutCubic |
9 | InOutCubic |
10 | InQuart |
11 | OutQuart |
12 | InOutQuart |
13 | InQuint |
14 | OutQuint |
15 | InOutQuint |
16 | InExpo |
17 | OutExpo |
18 | InOutExpo |
19 | InCirc |
20 | OutCirc |
21 | InOutCirc |
22 | InBack |
23 | OutBack |
24 | InOutBack |
25 | InElastic |
26 | OutElastic |
27 | InOutElastic |
28 | InBounce |
29 | OutBounce |
30 | InOutBounce |
100 | BeatSaberInOutBack |
101 | BeatSaberInOutElastic |
102 | BeatSaberInOutBounce |
Light Color Events
An event which allows you to control the color and brightness of filtered objects.
Beat Offset
A specific point in time, relative to the starting beat of the group, when this event should produce its effect.
Transition Type
An integer value which determines the behavior of the effect, relative to the previous effect.
Value | Result | Behavior |
---|---|---|
0 | Instant | The state instantly changes. |
1 | Transition | The state transitions from the previous event to this event. |
2 | Extend | The state of the previous event is preserved. |
In v4, the syntax is altered to be more consistent with other event boxes, and mappings are as follows:
Value | Result | Behavior |
---|---|---|
0 | Transition | The state transitions from the previous event to this event. |
1 | Extend | The state of the previous event is preserved. |
Easing
An integer value which determines the interpolation of the transition between states.
Easings
For any fields that reference easing types, you can refer to the following table to know how the values should be referenced. You may also consult the following website to see the different easings in action.
Value | Easing Type |
---|---|
-1 | None |
0 | Linear |
1 | InQuad |
2 | OutQuad |
3 | InOutQuad |
4 | InSine |
5 | OutSine |
6 | InOutSine |
7 | InCubic |
8 | OutCubic |
9 | InOutCubic |
10 | InQuart |
11 | OutQuart |
12 | InOutQuart |
13 | InQuint |
14 | OutQuint |
15 | InOutQuint |
16 | InExpo |
17 | OutExpo |
18 | InOutExpo |
19 | InCirc |
20 | OutCirc |
21 | InOutCirc |
22 | InBack |
23 | OutBack |
24 | InOutBack |
25 | InElastic |
26 | OutElastic |
27 | InOutElastic |
28 | InBounce |
29 | OutBounce |
30 | InOutBounce |
100 | BeatSaberInOutBack |
101 | BeatSaberInOutElastic |
102 | BeatSaberInOutBounce |
Color
An integer value which controls the color of the filtered objects.
Value | Result |
---|---|
0 | Primary Color |
1 | Secondary Color |
2 | White |
Brightness
A float value which controls the brightness of the filtered objects.
Strobe Frequency
An integer value which determines the frequency of a strobe applied to the interpolation of the effect. A value of 0
will produce no strobe behavior.
Strobe Brightness
An integer value which determines the brightness of the "off" state for the aforementioned strobe. If this value is equal to the "brightness" value, no strobe will be produced.
Strobe Fade
A binary integer value (0 or 1) which determines whether the strobe effect should fade between its two states.
Light Rotation Event Boxes
Allows you to control the rotational properties of filtered environment objects.
{
"lightRotationEventBoxGroups": [
{
"b": 2.0,
"g": 0,
"e": [
{
"f": {...}, // Index Filter
"w": 1.0, // Beat Distribution: Value
"d": 1, // Beat Distribution: Type
"s": 1.0, // Rotation Distribution: Value
"t": 1, // Rotation Distribution: Type
"b": 1, // Rotation Distribution: Affects First
"a": 0, // Axis
"r": 1, // Invert Axis
// Light Rotation Events
"l": [
{
"b": 0.0, // Beat Offset
"p": 0, // Transition Type
"e": 1, // Easing
"r": 340.0, // Magnitude
"d": 1, // Direction
"l": 1, // Loop Count
}
]
}
]
}
]
}
{
"lightRotationEventBoxGroups": [
{
"b": 2.0,
"g": 0,
"e": [
{
"f": {...}, // Index Filter
"w": 1.0, // Beat Distribution: Value
"d": 1, // Beat Distribution: Type
"s": 1.0, // Rotation Distribution: Value
"t": 1, // Rotation Distribution: Type
"b": 1, // Rotation Distribution: Affects First
"i": 0, // Rotation Distribution: Easing
"a": 0, // Axis
"r": 1, // Invert Axis
// Light Rotation Events
"l": [
{
"b": 0.0, // Beat Offset
"p": 0, // Transition Type
"e": 1, // Easing
"r": 340.0, // Magnitude
"d": 1, // Direction
"l": 1, // Loop Count
}
]
}
]
}
]
}
{
"eventBoxGroups": [
{
"b": 2.0,
"g": 0,
"t": 2,
"e": [
{
"f": 0, // Index Filter Metadata Index
"e": 0, // Event Box Metadata Index
"l": [
{
"b": 0.0, // Beat Offset
"i": 0, // Event Metadata Index
}
],
}
]
}
],
"indexFilters": [
{...}
],
"lightRotationEventBoxes": [
{
"w": 1.0, // Beat Distribution: Value
"d": 1, // Beat Distribution: Type
"s": 1.0, // Rotation Distribution: Value
"t": 1, // Rotation Distribution: Type
"b": 1, // Rotation Distribution: Affects First
"e": 0, // Rotation Distribution: Easing
"a": 0, // Axis
"r": 1, // Invert Axis
}
],
"lightRotationEvents": [
{
"p": 0, // Transition Type
"e": 1, // Easing
"r": 340.0, // Magnitude
"d": 1, // Direction
"l": 1, // Loop Count
}
],
}
Beat Distribution
Determines how the effects will be processed over time, in relation to the starting beat.
Value | Result | Behavior |
---|---|---|
1 | Wave | After w beats, the last step takes effect. |
2 | Step | After w beats, the next step takes effect. |
Rotation Distribution
Determines how the rotation of all filtered objects should be adjusted when iterating through the sequence.
Value | Result | Behavior |
---|---|---|
1 | Wave | The difference between the last and first step. |
2 | Step | The difference between each step. |
Affects First
A binary integer value (0 or 1) which determines whether the distribution should affect the first event in the sequence.
Easing
An integer value which determines the interpolation of the distribution, or the behavior for how to traverse the sequence.
Easings
For any fields that reference easing types, you can refer to the following table to know how the values should be referenced. You may also consult the following website to see the different easings in action.
Value | Easing Type |
---|---|
-1 | None |
0 | Linear |
1 | InQuad |
2 | OutQuad |
3 | InOutQuad |
4 | InSine |
5 | OutSine |
6 | InOutSine |
7 | InCubic |
8 | OutCubic |
9 | InOutCubic |
10 | InQuart |
11 | OutQuart |
12 | InOutQuart |
13 | InQuint |
14 | OutQuint |
15 | InOutQuint |
16 | InExpo |
17 | OutExpo |
18 | InOutExpo |
19 | InCirc |
20 | OutCirc |
21 | InOutCirc |
22 | InBack |
23 | OutBack |
24 | InOutBack |
25 | InElastic |
26 | OutElastic |
27 | InOutElastic |
28 | InBounce |
29 | OutBounce |
30 | InOutBounce |
100 | BeatSaberInOutBack |
101 | BeatSaberInOutElastic |
102 | BeatSaberInOutBounce |
Axis
An integer value which controls the axis of rotation.
Value | Result |
---|---|
0 | X |
1 | Y |
2 | Z |
Invert Axis
An integer value which determines whether the rotation should be mirrored.
Light Rotation Events
An event which allows you to control the relative rotation of an object.
Beat Offset
A specific point in time, relative to the starting beat of the group, when this event should produce its effect.
Transition Type
An integer value which determines the behavior of the effect, relative to the previous effect.
Value | Result | Behavior |
---|---|---|
0 | Transition | The state transitions from the previous event to this event. |
1 | Extend | The state of the previous event is preserved. |
Easing
An integer value which determines the interpolation of the transition between states.
Easings
For any fields that reference easing types, you can refer to the following table to know how the values should be referenced. You may also consult the following website to see the different easings in action.
Value | Easing Type |
---|---|
-1 | None |
0 | Linear |
1 | InQuad |
2 | OutQuad |
3 | InOutQuad |
4 | InSine |
5 | OutSine |
6 | InOutSine |
7 | InCubic |
8 | OutCubic |
9 | InOutCubic |
10 | InQuart |
11 | OutQuart |
12 | InOutQuart |
13 | InQuint |
14 | OutQuint |
15 | InOutQuint |
16 | InExpo |
17 | OutExpo |
18 | InOutExpo |
19 | InCirc |
20 | OutCirc |
21 | InOutCirc |
22 | InBack |
23 | OutBack |
24 | InOutBack |
25 | InElastic |
26 | OutElastic |
27 | InOutElastic |
28 | InBounce |
29 | OutBounce |
30 | InOutBounce |
100 | BeatSaberInOutBack |
101 | BeatSaberInOutElastic |
102 | BeatSaberInOutBounce |
Magnitude
A float value which controls the magnitude of rotation for the filtered objects.
Direction
An integer value which determines the direction of rotation.
Value | Result |
---|---|
0 | Automatic |
1 | Clockwise |
2 | Counter-Clockwise |
Loop Count
An integer value which controls the number of additional 360 degree rotations added to the magnitude of rotation.
Light Translation Event Boxes
Allows you to control the translational properties of filtered environment objects.
{
"lightTranslationEventBoxGroups": [
{
"b": 2.0,
"g": 0,
"e": [
{
"f": {...}, // Index Filter
"w": 1.0, // Beat Distribution: Value
"d": 1, // Beat Distribution: Type
"r": 1.0, // Gap Distribution: Value
"t": 1, // Gap Distribution: Type
"b": 1, // Gap Distribution: Affects First
"i": 0, // Gap Distribution: Easing
// Light Translation Events
"e": [
{
"b": 0.0, // Beat Offset
"p": 0, // Transition Type
"e": 1, // Easing
"t": 100.0, // Magnitude
}
]
}
]
}
]
}
{
"eventBoxGroups": [
{
"b": 2.0,
"g": 0,
"t": 3,
"e": [
{
"f": 0, // Index Filter Metadata Index
"e": 0, // Event Box Metadata Index
"l": [
{
"b": 0.0, // Beat Offset
"i": 0, // Event Metadata Indices
}
],
}
]
}
],
"indexFilters": [
{...}
],
"lightTranslationEventBoxes": [
{
"w": 1.0, // Beat Distribution: Value
"d": 1, // Beat Distribution: Type
"s": 1.0, // Gap Distribution: Value
"t": 1, // Gap Distribution: Type
"b": 1, // Gap Distribution: Affects First
"e": 0, // Gap Distribution: Easing
}
],
"lightTranslationEvents": [
{
"p": 0, // Transition Type
"e": 1, // Easing
"t": 100.0, // Magnitude
}
],
}
Beat Distribution
Determines how the effects will be processed over time, in relation to the starting beat.
Value | Result | Behavior |
---|---|---|
1 | Wave | After w beats, the last step takes effect. |
2 | Step | After w beats, the next step takes effect. |
Gap Distribution
Determines how the translation of all filtered objects should be adjusted when iterating through the sequence.
Value | Result | Behavior |
---|---|---|
1 | Wave | The difference between the last and first step. |
2 | Step | The difference between each step. |
Affects First
A binary integer value (0 or 1) which determines whether the distribution should affect the first event in the sequence.
Easing
An integer value which determines the interpolation of the distribution, or the behavior for how to traverse the sequence.
Easings
For any fields that reference easing types, you can refer to the following table to know how the values should be referenced. You may also consult the following website to see the different easings in action.
Value | Easing Type |
---|---|
-1 | None |
0 | Linear |
1 | InQuad |
2 | OutQuad |
3 | InOutQuad |
4 | InSine |
5 | OutSine |
6 | InOutSine |
7 | InCubic |
8 | OutCubic |
9 | InOutCubic |
10 | InQuart |
11 | OutQuart |
12 | InOutQuart |
13 | InQuint |
14 | OutQuint |
15 | InOutQuint |
16 | InExpo |
17 | OutExpo |
18 | InOutExpo |
19 | InCirc |
20 | OutCirc |
21 | InOutCirc |
22 | InBack |
23 | OutBack |
24 | InOutBack |
25 | InElastic |
26 | OutElastic |
27 | InOutElastic |
28 | InBounce |
29 | OutBounce |
30 | InOutBounce |
100 | BeatSaberInOutBack |
101 | BeatSaberInOutElastic |
102 | BeatSaberInOutBounce |
Axis
An integer value which controls the axis of translation.
Value | Result |
---|---|
0 | X |
1 | Y |
2 | Z |
Invert Axis
An integer value which determines whether the translation should be mirrored.
Light Translation Events
An event which allows you to control the relative position of an object.
Beat Offset
A specific point in time, relative to the starting beat of the group, when this event should produce its effect.
Transition Type
An integer value which determines the behavior of the effect, relative to the previous effect.
Value | Result | Behavior |
---|---|---|
0 | Transition | The state transitions from the previous event to this event. |
1 | Extend | The state of the previous event is preserved. |
Easing
An integer value which determines the interpolation of the transition between states.
Easings
For any fields that reference easing types, you can refer to the following table to know how the values should be referenced. You may also consult the following website to see the different easings in action.
Value | Easing Type |
---|---|
-1 | None |
0 | Linear |
1 | InQuad |
2 | OutQuad |
3 | InOutQuad |
4 | InSine |
5 | OutSine |
6 | InOutSine |
7 | InCubic |
8 | OutCubic |
9 | InOutCubic |
10 | InQuart |
11 | OutQuart |
12 | InOutQuart |
13 | InQuint |
14 | OutQuint |
15 | InOutQuint |
16 | InExpo |
17 | OutExpo |
18 | InOutExpo |
19 | InCirc |
20 | OutCirc |
21 | InOutCirc |
22 | InBack |
23 | OutBack |
24 | InOutBack |
25 | InElastic |
26 | OutElastic |
27 | InOutElastic |
28 | InBounce |
29 | OutBounce |
30 | InOutBounce |
100 | BeatSaberInOutBack |
101 | BeatSaberInOutElastic |
102 | BeatSaberInOutBounce |
Magnitude
A float value which controls the magnitude of translation for the filtered objects.
FX Event Boxes
Allows you to control the predefined animations of filtered environment objects.
Unlike other event boxes in v3, the base events are referenced using a template-like syntax, where all base events used by any event boxes are collectively defined in the corresponding "collection" array. This allows the event box to pull its corresponding base event data from the collection via the "indices" defined.
For example, setting l
to [0, 1]
will pull the data from the first two base events defined in the collection, where those base events will become children of the event box.
INFO
While v3 technically supports defining a collection of "integer" FX events, their implementation went unused, and support was subsequently removed in v4.
{
"vfxEventBoxGroups": [
{
"b": 2.0,
"g": 0,
"e": [
{
"f": {...}, // Index Filter
"w": 1.0, // Beat Distribution: Value
"d": 1, // Beat Distribution: Type
"s": 1.0, // FX Distribution: Value
"t": 1, // FX Distribution: Type
"b": 1, // FX Distribution: Affects First
"i": 0, // FX Distribution: Easing
"l": [0], // Float FX Event Metadata Indices
}
]
},
],
"_fxEventsCollection": {
// Float FX Event Collection
"_fl": [
{
"b": 0.0, // Beat Offset
"p": 0, // Transition Type
"e": 1, // Easing
"v": 100.0, // Value
}
],
// Integer FX Event Collection
"_il": []
}
}
{
"eventBoxGroups": [
{
"b": 2.0,
"g": 0,
"t": 4,
"e": [
{
"f": 0, // Index Filter Metadata Index
"e": 0, // Event Box Metadata Index
"l": [
{
"b": 0.0, // Beat Offset
"i": 0, // Float FX Event Metadata Index
}
],
}
]
}
],
"indexFilters": [
{...}
],
"fxEventBoxes": [
{
"w": 1.0, // Beat Distribution: Value
"d": 1, // Beat Distribution: Type
"s": 1.0, // FX Distribution: Value
"t": 1, // FX Distribution: Type
"b": 1, // FX Distribution: Affects First
"e": 0, // FX Distribution: Easing
}
],
"floatFxEvents": [
{
"p": 0, // Transition Type
"e": 1, // Easing
"v": 100.0, // Value
}
],
}
Beat Distribution
Determines how the effects will be processed over time, in relation to the starting beat.
Value | Result | Behavior |
---|---|---|
1 | Wave | After w beats, the last step takes effect. |
2 | Step | After w beats, the next step takes effect. |
FX Distribution
Determines how the animation of all filtered objects should be adjusted when iterating through the sequence.
Value | Result | Behavior |
---|---|---|
1 | Wave | The difference between the last and first step. |
2 | Step | The difference between each step. |
Affects First
A binary integer value (0 or 1) which determines whether the distribution should affect the first event in the sequence.
Easing
An integer value which determines the interpolation of the distribution, or the behavior for how to traverse the sequence.
Easings
For any fields that reference easing types, you can refer to the following table to know how the values should be referenced. You may also consult the following website to see the different easings in action.
Value | Easing Type |
---|---|
-1 | None |
0 | Linear |
1 | InQuad |
2 | OutQuad |
3 | InOutQuad |
4 | InSine |
5 | OutSine |
6 | InOutSine |
7 | InCubic |
8 | OutCubic |
9 | InOutCubic |
10 | InQuart |
11 | OutQuart |
12 | InOutQuart |
13 | InQuint |
14 | OutQuint |
15 | InOutQuint |
16 | InExpo |
17 | OutExpo |
18 | InOutExpo |
19 | InCirc |
20 | OutCirc |
21 | InOutCirc |
22 | InBack |
23 | OutBack |
24 | InOutBack |
25 | InElastic |
26 | OutElastic |
27 | InOutElastic |
28 | InBounce |
29 | OutBounce |
30 | InOutBounce |
100 | BeatSaberInOutBack |
101 | BeatSaberInOutElastic |
102 | BeatSaberInOutBounce |
Float FX Events
An event which allows you to control the animation state of an object.
Beat Offset
A specific point in time, relative to the starting beat of the group, when this event should produce its effect.
Transition Type
An integer value which determines the behavior of the effect, relative to the previous effect.
Value | Result | Behavior |
---|---|---|
0 | Transition | The state transitions from the previous event to this event. |
1 | Extend | The state of the previous event is preserved. |
Easing
An integer value which determines the interpolation of the transition between keyframes.
Easings
For any fields that reference easing types, you can refer to the following table to know how the values should be referenced. You may also consult the following website to see the different easings in action.
Value | Easing Type |
---|---|
-1 | None |
0 | Linear |
1 | InQuad |
2 | OutQuad |
3 | InOutQuad |
4 | InSine |
5 | OutSine |
6 | InOutSine |
7 | InCubic |
8 | OutCubic |
9 | InOutCubic |
10 | InQuart |
11 | OutQuart |
12 | InOutQuart |
13 | InQuint |
14 | OutQuint |
15 | InOutQuint |
16 | InExpo |
17 | OutExpo |
18 | InOutExpo |
19 | InCirc |
20 | OutCirc |
21 | InOutCirc |
22 | InBack |
23 | OutBack |
24 | InOutBack |
25 | InElastic |
26 | OutElastic |
27 | InOutElastic |
28 | InBounce |
29 | OutBounce |
30 | InOutBounce |
100 | BeatSaberInOutBack |
101 | BeatSaberInOutElastic |
102 | BeatSaberInOutBounce |
Value
A float value which controls the animation keyframe of filtered objects.
Use Normal Events as Compatible Events
When false
, all lighting events will be disabled when overriding the environment to a different one than what was assigned in the Info metadata.
Any environments that feature event box groups will have this setting disabled by default in the Official Editor, while use of "legacy" environments will leave this setting enabled.
TIP
Unlike the basic lighting system, the group lighting system does not guarantee that group assignments will be cross-compatible with other environments, which may cause certain lightshows to produce unintended effects and unwanted behaviors as a result.
The motivation for this setting is to provide the mapper with an explicit means of indication that their lightshow will be cross-compatible with other environments, as well as encourage the player to view the lightshow with the intended environment for the ideal experience.
{
"useNormalEventsAsCompatibleEvents": true,
}
{
"useNormalEventsAsCompatibleEvents": true,
}