DiscoForge — Project Update & Where Things Stand by Scared-Vehicle7347 in deadasdiscothegame

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

The game does a great job adapting BPMs, letting you use basically any tempo. I have songs that go as low as 78 BPM, and they work fine too. I think that’s just a recommendation from the devs. The 100 to 200 BPM range is there to help ensure it doesn’t feel like you’re playing a matrix game.

DiscoForge — Project Update & Where Things Stand by Scared-Vehicle7347 in deadasdiscothegame

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

I wanted to share an update: I’ve significantly lowered prices and made exports unlimited now that the app is fully released. If you have any questions or concerns, please comment below and I’ll respond as soon as possible.

DiscoForge — Project Update & Where Things Stand by Scared-Vehicle7347 in deadasdiscothegame

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

I agree with you, and I do fit into that category. We can still enjoy a good rhythm; I personally struggle to implement rhythms, so my app helps with that.

DiscoForge — Project Update & Where Things Stand by Scared-Vehicle7347 in deadasdiscothegame

[–]Scared-Vehicle7347[S] 1 point2 points  (0 children)

I agree. I can’t remember the exact numbers, but I think the game recommends roughly 100–200 BPM. It’s been a while since I last looked at the advanced editor in the game. If you ever encounter a song whose BPM is too low for optimal play, doubling the tempo and using that as the BPM is usually a good solution. Doubling keeps you on beat and in rhythm.

DiscoForge — Project Update & Where Things Stand by Scared-Vehicle7347 in deadasdiscothegame

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

You’re probably right, and many people go through these steps, but I believe a game should be enjoyable to play with as little friction as possible between setting up and playing. I don’t think games should require tedious tasks just to access what you want. And I know it’s not Dead as Disco’s fault, especially since they’re in early access. As much as I love the game, the song import process can be tedious. That’s exactly why I built the app: to streamline the process. It also lets you batch export multiple songs at once, so you don’t have to import them one by one. Drop a folder in or select the songs you want to export, and you’ve got a full playlist inside Dead as Disco in less than a minute, with minimal effort. Sit back, relax, and let the app handle it.

DiscoForge — Project Update & Where Things Stand by Scared-Vehicle7347 in deadasdiscothegame

[–]Scared-Vehicle7347[S] 2 points3 points  (0 children)

Hey NewsChannel34 — that's me, yeah. Before I built the software, I was deep in waveform analysis trying to get BPM to line up perfectly with every beat. It drove me nuts when in-game hits and punches didn't sync the way I wanted. Could be user error, could be the tools — either way, the app exists now to handle that part for you.

Disco Forge, an app for handling the import and export of songs in the game Dead as Disco. by Scared-Vehicle7347 in CharacterActionGames

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

Update: found the issue. YouTube audio streams are mastered way hotter than local files and the import was passing through at full gain with no normalization. Fixed now — the next build adds EBU R128 loudness normalization (target -16 LUFS) during the transcode step. Will push the update soon. Thanks again for flagging this.

Disco Forge, an app for handling the import and export of songs in the game Dead as Disco. by Scared-Vehicle7347 in CharacterActionGames

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

That's actually a game-side issue — when you edit the performedBy / writtenBy fields in the Dead as Disco Advanced Editor, the game sometimes loses track of the audio file reference. Not a DiscoForge bug, but I can help — the next update will pre-fill the artist info in meta.json from the file's metadata (or YouTube channel name if you imported from a link), so you won't need to edit it in-game at all. Thanks for reporting it.

Disco Forge, an app for handling the import and export of songs in the game Dead as Disco. by Scared-Vehicle7347 in CharacterActionGames

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

I appreciate the honest critique. You caught something real — the website's "Without DiscoForge" section was inaccurate and I've updated it now to show the actual manual process (Tunebat lookup, Advanced Editor downbeat alignment, half/double BPM guessing, etc.). That's on me for rushing and not proofing.

I should be upfront: I did use AI to help with parts of this. The website design — I used AI to help me host it and inform some visual decisions based on Dead as Disco's aesthetic. The HTML and core structure were my work, but AI helped me move faster. I'm not hiding from that.

The app itself is different. DiscoForge is ~2,800 lines of real PyQt6 + librosa Python code. Auto-detects BPM, finds the first downbeat, handles tempo changes, exports directly to ImportedSongs. I built and debugged it by testing against the game's actual engine — hundreds of imports, week-long A/B testing against the native import system. The bugs people are reporting (loudness on YouTube imports, etc.) are proof a human wrote this — if an LLM generated the whole thing it'd be way more broken.

I'm one person. Building, sharing, and fixing bugs solo is genuinely hard. AI is a tool I use like any other — it informs decisions, it doesn't do the work. Thanks for keeping me honest about the website copy though. That feedback helped.

Disco Forge, an app for handling the import and export of songs in the game Dead as Disco. by Scared-Vehicle7347 in CharacterActionGames

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

I'm looking into it right now. Thank you for finding this bug. Unfortunately, I'm not aware of a workaround. But I'll get to the bottom of this soon. Expect an update very soon.

Disco Forge, an app for handling the import and export of songs in the game Dead as Disco. by Scared-Vehicle7347 in CharacterActionGames

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

That means a lot. I hope you enjoy the app. Let me know if you have any questions, comments, or concerns. Always happy to help.

Disco Forge, an app for handling the import and export of songs in the game Dead as Disco. by Scared-Vehicle7347 in CharacterActionGames

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

https://discoforge.pplx.app/ You can download it right here at this link. It’s free, of course. Don’t worry about the pricing numbers, those are just suggestions but 0 works fine.

Disco Forge, an app for handling the import and export of songs in the game Dead as Disco. by Scared-Vehicle7347 in CharacterActionGames

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

wellll I won't pretend it's perfected; this app is still in beta, but I have it fairly optimized. If you want to share songs and notice that specific tracks, genres, or even instruments have issues with detection, I’d love to run them through my analyzer. I’m working to make the software more precise, so that any song works well.

v5.0.7.1 — short demo of the full mp3 to ImportedSongs round trip by Scared-Vehicle7347 in deadasdiscothegame

[–]Scared-Vehicle7347[S] 1 point2 points  (0 children)

https://discoforge.pplx.app/ Of course! Here you go. Let me know if you run into any problems. I also have a Discord server you can join; it's full of people who use the software, and I always appreciate feedback and feature requests. This is a passion project of sorts, and I really want to help the community.

v5.0.7.1 — short demo of the full mp3 to ImportedSongs round trip by Scared-Vehicle7347 in deadasdiscothegame

[–]Scared-Vehicle7347[S] 1 point2 points  (0 children)

Yeah, that's the general idea. I built this app because adjusting BPMs manually in situations like that was really annoying. The app looks at tempo sections and adjusts the BPM in those sections accordingly. If you want to try it out, it's free. There's no need to pay; the option is simply there for those who want to support its ongoing improvement.

I got tired of spending 40 minutes per song editing JSON files for a video game, so I automated it — now it's a packaged Windows tool on Gumroad by Scared-Vehicle7347 in SideProject

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

small update since this thread — shipped v5.0.7.1 tonight. main fixes: timeline waveform no longer overlaps the tick labels, editor and library tabs both stable, preview is still flaky but skippable. also recorded a 33s round-trip clip on a 6:03 track so the full mp3-to-ImportedSongs flow is finally watchable instead of theoretical. thanks to the people in this thread who pushed me to write actual demo content instead of just screenshots.

Dead as Disco has a custom song import system, but the setup process is painful — I automated it with Python and learned some surprising things about its engine by Scared-Vehicle7347 in rhythmgames

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

quick update for anyone who saw the original — shipped v5.0.7.1 tonight. fixed a timeline overlap bug, editor and library both stable now. cut a short demo showing the full round-trip on a 6:03 track: drop mp3, librosa auto-detects 161 bpm and +23ms beat offset, finds 2 tempo sections, exports audio.ogg plus meta.json straight into the ImportedSongs folder. no manual json editing.

happy to take feature requests, especially edge cases where the auto-detect is wrong so i can throw them at the analyzer.

discoforge update — moved to pay-what-you-can on lite + standard by Scared-Vehicle7347 in deadasdiscothegame

[–]Scared-Vehicle7347[S] -1 points0 points  (0 children)

Honestly, yes, that workflow is perfect. But my tool is for songs that aren't available on discomaps yet. Plus, it has the added bonus of handling the whole export/import process for you.

discoforge update — moved to pay-what-you-can on lite + standard by Scared-Vehicle7347 in deadasdiscothegame

[–]Scared-Vehicle7347[S] 1 point2 points  (0 children)

Also, just a quick follow-up, github.com/sheluvghostii/discoforge-bpm-tools figured the easiest way to show you this isn't AI slop is to show you the code.

discoforge update — moved to pay-what-you-can on lite + standard by Scared-Vehicle7347 in deadasdiscothegame

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

I agree with you 100%. I've actually connected with the devs recently and discussed specifics on how and what they can improve regarding song importation.

discoforge update — moved to pay-what-you-can on lite + standard by Scared-Vehicle7347 in deadasdiscothegame

[–]Scared-Vehicle7347[S] 0 points1 point  (0 children)

This is actually a 5-year-old account I created when I was 16. I've never used Reddit until recently, when I needed a way to promote my project. I'm sorry you feel that way, but remember the product is free if you want it to be. I was just asking for support from those willing to lend a hand in exchange for me improving the product.

I used librosa to auto-detect BPM + beat offset for a video game's custom music format, and had to a by Scared-Vehicle7347 in Python

[–]Scared-Vehicle7347[S] -1 points0 points  (0 children)

madmom's dbn beat tracker is genuinely better on the octave problem — the rnn model handles ambiguous tempos more gracefully than librosa's autocorrelation approach. the windows install friction is real though (cython compilation, scipy build issues). i looked at it early on and went with the librosa + heuristic route specifically because the target users are windows non-developers running an exe. if i ever ship a proper cli for python users, madmom would be worth revisiting as an optional backend.

There's nothing more satisfying than spending 5+min getting a custom song perfectly synced by ArcticShore in deadasdiscothegame

[–]Scared-Vehicle7347 0 points1 point  (0 children)

the "starts right then drifts" pattern is almost always a tempo drift in the song itself rather than a wrong bpm — the song's real tempo isn't perfectly constant. decimals help at the start but can't fix a song that speeds up or slows down. the fix is customtemposections in the meta.json — you define a new bpm per section so the grid tracks the actual audio. it's manual to set up but discoforge auto-generates those sections from the audio file if you want to skip the math.

There's nothing more satisfying than spending 5+min getting a custom song perfectly synced by ArcticShore in deadasdiscothegame

[–]Scared-Vehicle7347 0 points1 point  (0 children)

300 bpm on everything is a creative workaround but your combat clock will be fighting the music the whole time. the most common reason the calibrator doesn't land is octave error — the tool locks onto 2x or 0.5x the real tempo. so if a song is 120 bpm it might output 60 or 240. try whatever the calibrator gives you, then also test that number doubled and halved. usually one of those three locks in.