A plugin for handling custom song additions in Beat Saber.
C#MIT
SongCore
A plugin for handling custom song additions in Beat Saber.
Configuration
The Settings for SongCore can be found in the UserData/SongCore Folder, or in game in the Mod Settings section of the main menu
Installing Custom Songs
Custom Song folders go in Beat Saber_Data/CustomLevels
The song files must be in the root of the song folder, and not within a subfolder
You can place songs in the Beat Saber_Data/CustomWIPLevels folder instead to place them in the WIP Maps song pack and have them only be playable in practice mode. This is recommended if you are either making the map yourself or testing someone else's map
Zip Files
You can place Zip files in Beat Saber_Data/CustomWIPLevels and whenever SongCore Loads songs it will attempt to handle them in the following way
Clearing the Beat Saber_Data/CustomWIPLevels/Cache folder of all files
Extracting the zips to the Cache folder inside of a folder of the same name of the zip
Attempting to load any songs found within the Cache folder
If any songs are successfully loaded from the Cache folder, they will show up within a "Cached WIP Maps" LevelPack next to the WIP Maps pack
This loading is less efficient due to having to extract the zips every time, and occurs before regular loading starts, so be aware that song loading may slow down if you have a large amount of zips in the folder
Additional Song Folders
You can specify additional folders to load songs from by modifying the UserData/SongCore/folders.xml file, which is generated by SongCore when loading the game if it does not exist
Example File:
<!-- Syntax for folder entries (Entries with name Example will be skipped) <folder> <Name> Name to be used for the folder entry, is used for level pack name if set to be a new pack i.e. SecondSongFolder </Name> <Path> Full path to the folder to be used i.e. C:\Program Files (x86)\Steam\steamapps\common\Beat Saber\SecondSongFolder </Path> <Pack> either 0, 1, or 2. 0 means the songs will be put in the main custom levels pack, 1 means it will be put in the wip levels pack, and 2 means it will be put into a new pack </Pack> <ImagePath> If Pack is 2, will attempt to load this image to use as the pack cover. Use the Full Path to the Image </ImagePath> <WIP> If Pack is 2, songs in this folder will be treated as WIP and only be playable in practice mode. Use True/False for the value </WIP> </folder> Example Entry: <folder> <Name>SecondSongFolder</Name> <Path>C:\Program Files (x86)\Steam\steamapps\common\Beat Saber\SecondSongFolder</Path> <Pack>2</Pack> <WIP>True</WIP> </folder>-->
<folders>
<folder>
<Name>Example</Name>
<Path>ExamplePath</Path>
<Pack>0</Pack>
<WIP>False</WIP>
<ImagePath>Example</ImagePath>
</folder>
<folder>
<Name>Example</Name>
<Path>ExamplePath2</Path>
<Pack>1</Pack>
</folder>
</folders>
Required files:
1. cover.jpg (Size 256x256)
- This is the picture shown next to song in the selection screen.
- The name can be whatever you want, make sure its the same as the one found in info.dat
- Only supported image file formats are JPG and PNG
2. song.ogg
- This is your song you would like to load
- Name must be the same as in info.dat
- Only supported audio file formats are WAV and OGG
- Songe Converter and BeatSaver will convert to EGG
3. easy.dat / normal.dat / hard.dat / expert.dat
- This is the note chart for each difficulty
- Names must match the "_beatmapFilename" in info.dat
- Use a Beat Saber editor to make your own note chart for the song
4. info.dat
- Contains the info for the song
info.dat Explanation
"_version": - Format Version, leave this as 2.0.0
"_songName": - Name of your song
"_songSubName": - Text rendered in smaller letters next to song name. "ft. Artist"
"_songAuthorName": - Author of the song itself
"_levelAuthorName": - The person that mapped the note chart
"_beatsPerMinute": - BPM of the song you are using
"_songTimeOffset": - Offset playing the audio (in seconds)
"_shuffle": - Time in number of beats how much a note should shift
"_shufflePeriod": - Time in number of beats how often a note should shift
"_previewStartTime": - How many seconds into the song the preview should start
"_previewDuration": - Time in seconds the song will be previewed in selection screen
"_songFilename": - Filename of the audio file
"_coverImageFilename": - Filename of the cover file
"_environmentName": - Game Environment to be used
Possible environmentNames (-> Name listed in game):
- DefaultEnvironment -> The First
- Origins -> Origins
- TriangleEnvironment -> Triangle
- BigMirrorEnvironment -> Big Mirror
- NiceEnvironment -> Nice
- KDAEnvironment -> KDA
- MonstercatEnvironment -> Monstercat
- DragonsEnvironment -> Dragons
- CrabRaveEnvironment -> Crab Rave
- PanicEnvironment -> Panic
"_customData": {
"_contributors": [
{
"_role": - Role of contributor
"_name": - Name of contributor
"_iconPath": - Filename of icon to use for contributor
}
],
"_customEnvironment" - Custom platform override, will use "environmentName" if CustomPlatforms isn't installed or disabled
"_customEnvironmentHash" - The hash found on ModelSaber, used to download missing platforms
},
"_difficultyBeatmapSets": [
{
"_beatmapCharacteristicName": - Characteristic of the BeatmapSet, Refer to Characteristics further down
"_difficultyBeatmaps": [ - DifficultyBeatmaps must be listed in Ascending Oder to show properly in Game
{
"_difficulty": - Name of the Difficulty (Easy/Normal/Hard/Expert/ExpertPlus)
"_difficultyRank": - Rank of the difficulty corresponding to above (1/3/5/7/9)
"_beatmapFilename": - Filename of the associated beatmap
"_noteJumpMovementSpeed": 10,
"_noteJumpStartBeatOffset": 0,
"_customData": {
"_difficultyLabel" - The name to display for the difficulty in game
Note: Difficulty labels are unique per _beatmapCharacteristicName
"_editorOffset": 0,
"_editorOldOffset": 0,
"_colorLeft": { - The RGB values to override the colors to if the player has custom song colors enabled
"r": 0.013660844415416155,
"g": 0,
"b": 0.07069587707519531
},
"_colorRight": {
"r": 0.0014191981941151946,
"g": 0.14107830811467803,
"b": 0.07064014358987808
},
"_envColorLeft": {
"r": 0.013660844415416155,
"g": 0,
"b": 0.07069587707519531
},
"_envColorRight": {
"r": 0.0014191981941151946,
"g": 0.14107830811467803,
"b": 0.07064014358987808
},
"_envColorLeftBoost": {
"r": 0.013660844415416155,
"g": 0,
"b": 0.07069587707519531
},
"_envColorRightBoost": {
"r": 0.0014191981941151946,
"g": 0.14107830811467803,
"b": 0.07064014358987808
},
"_obstacleColor": {
"r": 1,
"g": 0,
"b": 0
},
Color range for r,g, and b is a 0-1 scale, not 0-255 scale
If a color is not present as an override and the player has overrides enabled,
it will use the color from the player's current color scheme, with the exception
of envLeft and envRight which will first try to use colorLeft / colorRight, the environment boost colors will fallback to the respective environment colors if not used
"_warnings": - Any warnings you would like the player to be aware of before playing the song
"_information": - Any general information you would like the player to be aware of before playing the song
"_suggestions": - Any mods to suggest the player uses for playing the song, must be supported by the mod in question otherwise the player will constantly be informed they are missing suggested mod(s)
"_requirements": - Any mods to require the player has before being able to play the song, must be supported by mod in question otherwise song will simply not be playable
}
}
]
}
Note: Make sure to add a requirement if your map uses Capabilities from a mod that are not compatible with the base game! Example being anything from Mapping Extensions
Capability
Mod
"Mapping Extensions"
Mapping Extensions
"Chroma"
Chroma
"Chroma Lighting Events"
Chroma
"Chroma Special Events"
Chroma
Beatmap Characteristics
These control what difficulty set the difficulty is placed under, so if you wanted to include a set of 5 difficulties that were all one saber in addition to a normal set of 5 difficulties, similar to what the OST does, you would give all of the one saber difficultyLevels a characteristic of one saber (The SerializedName of a registered Characteristic is what should be put in the map
Characteristic
Source
"360Degree"
Base Game
"90Degree"
Base Game
"Standard"
Base Game
"NoArrows"
Base Game
"OneSaber"
Base Game
"Lawless"
SongCore
"Lightshow"
SongCore
Custom Generated Mod Characteristics
You may encounter map leaderboards with beatmap characteristics for which the map does not contain difficulty files. These characteristics are registered by generative mods. To access and play maps with these characteristics, you need to download their source mod. Do not map to these SerializedNames as it will render your map unplayable by SongCore.
Custom Characteristic
Can Be Applied To
Description
Source Mod
"Horizontal"
"Standard", "NoArrows", "OneSaber", "Lawless"
Invert Left-Right
Chirality
"Vertical"
"Standard", "NoArrows", "OneSaber", "Lawless"
Invert Up-Down
Chirality
"Inverse"
"Standard", "NoArrows", "OneSaber", "Lawless"
Inverse
Chirality
Keyboard Shortcuts
(Make sure Beat Saber's window is in focus when using these shortcuts)
Press Ctrl+R when in the main menu to do a full refresh. (This means removing deleted songs and updating existing songs)
Press R when in main menu to do a quick refresh (This will only add new songs in the CustomLevels folder)
For modders
Extra data contained in songs that are not part of the base game, e.g. requirements, colors, custom platforms, etc. can be accessed using SongCore
//To retrieve the data for a song
SongCore.Collections.RetrieveExtraSongData(stringlevelID,stringloadIfNullPath="");//This will return the ExtraSongData for the given levelID if it finds it, and if it does not find it, it will attempt// To load it using the loadIfNullPath if one is provided, otherwise it will return null//You can also use the below function to specifically get the DifficultyData for a song, which contains information such as requirements that difficulty has
SongCore.Collections.RetrieveDifficultyData(IDifficultyBeatmap beatmap)// This will attempt to retrieve the DifficultyData, and return null if it does not find one//You can also use this function to manually load and add the ExtraSongData for a song by giving it the levelID and path which can be found in the CustomSongInfo for a song
SongCore.Collections.AddSong(string levelID,string path,bool replace = false)// If replace is true it will update an existing ExtraSongData for that song if one is present, otherwise if one already exists it will do nothing
You can add/remove capabilities to your mods for maps to be able to use by doing the following
// To register
SongCore.Collections.RegisterCapability("Capability name");// To remove
SongCore.Collections.DeregisterizeCapability("Capability name");//If you make a mod that registers a capability feel free to message me on Discord ( Kyle1413#1413 ) and I will add it to the list above
You can register a beatmap characteristic OnApplicationStart by doing the following Make sure to do this before SongCore loads songs
SongCore.Collections.RegisterCustomCharacteristic(Sprite Icon,"Characteristic Name","Hint Text","SerializedName","CompoundIdPartName");//For the SerializedName and CompoundIdPartName, as a basic rule can just put the characteristic name without spaces or special characters//The Characteristic Name will be what mappers put as the characteristic when labelling their difficulties//If you make a mod that registers a characteristic feel free to message me on Discord ( Kyle1413#1413 ) and I will add it to the list above
You can add a song folder entry for songcore to load songs from by doing the following as early as OnApplicationStart Make sure to only call this once. It will return a reference to the SeperateSongFolder it adds that your mod can use to check the levels loaded within the folder entry after SongCore loads songs.
SongCore.Collections.AddSeperateSongFolder("Name of the Entry/Levelpack if set to be its own","Full path to the folder songs will be stored in", Pack(Refer to folders.xml documentation), Sprite Image(Optional,ifnull defaults to folder icon),bool wip (Optional))