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Information
Speed: The default speed at which objects move. This is used if random speed is not enabled. Example value (Extreme Energy - hard) 2.0
Spawn Cooldown: Ensures there’s a short break between spawning objects, so they don’t appear too quickly one after another. Example value (Extreme Energy - hard) 0.5
Frequency Threshold: Sets the minimum sound level that the game considers a beat. This helps filter out background noise. Example value (Extreme Energy - hard) 0.17
BPM (Beats Per Minute): Sets the tempo of the song, determining the timing of beats. Example value (Extreme Energy - hard) 86
Sensitivity: Controls how easily the game detects beats in the music. Higher sensitivity means the game will pick up more beats. Example value (Extreme Energy - hard) 5
Stop Time: Sets the time when you want the game to stop generating keys/notes. When the value is 0, the game will try to match the end of the song, but it may not be precise. The format should be seconds.milliseconds.