The Charting tab is the heart of the fluXis map editor. It presents a vertically scrolling playfield that mirrors the gameplay view, with the audio waveform overlaid in the background and the beat grid drawn as horizontal lines at every snap division. Notes you place appear in real time, and the entire undo/redo history is tracked per action so you can experiment freely. The tab loads asynchronously on first open — a spinner is shown briefly while the container initializes, after which it fades in at full opacity.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/InventiveRhythm/fluXis/llms.txt
Use this file to discover all available pages before exploring further.
Layout
The Charting tab is divided into three horizontal regions:- Left sidebar — Toolbox — Selects the active placement tool, lets you choose hitsounds, and exposes the Modding toolbox when ModView is active.
- Center — Playfield — The scrolling note area. For maps with a separate dual-mode layout, two playfields are shown side by side.
- Right sidebar — Points list — Lists all timing points and lane-switch events for the current map. Hover or press Tab to expand it.
Placement Tools
The toolbox on the left groups tools into two categories. You can activate any tool by clicking its button or pressing its keyboard shortcut.Select (1)
Drag to draw a selection rectangle, or click individual notes to select them. Selected notes can be moved, deleted, flipped, shuffled, or have a group applied. Activated by pressing 1.
Single Note (2)
Click on the playfield to place a standard single-hit note at the nearest snapped time in the clicked lane. Activated by pressing 2.
Long Note (3)
Click and drag vertically on the playfield to place a hold note. The note head is placed where you first click; the tail follows your cursor until you release. Activated by pressing 3.
Tick Note (4)
Places a tick note — a lightweight hit object used inside long notes or for special rhythm patterns. Activated by pressing 4.
Landmine (5)
Places a landmine hit object. Landmines penalize the player for pressing the key when they appear. Activated by pressing 5.
Lane Switch (L)
An effect tool that changes the number of active lanes at a given timestamp. Drag vertically to set the lane count and placement time. Activated by pressing L.
Effect tools (including Lane Switch) are separate from the standard note tools. They are listed in the Effects section of the toolbox and use letter keys (L) rather than number keys.
Placing Notes
Set your snap divisor
Choose the snap divisor that matches the rhythm you are charting (e.g., 4 for quarter-note patterns, 8 for eighth notes). The active divisor is shown in the bottom bar and can be changed by scrolling the mouse wheel over it.
Choose the right tool
Select Single Note, Long Note, Tick Note, or Landmine from the toolbox, or press the corresponding number key.
Click on the playfield
Move your cursor into the playfield area and click the lane where you want the note to appear. The time is snapped to the nearest beat-grid position. For long notes, hold the mouse button and drag upward to extend the tail.
Recording Input
Press Ctrl + R to enter recording mode. While recording, pressing the number keys 1–9 places single notes in the corresponding lane at the current playback time, snapped to the nearest grid line. This is useful for tapping along to music in real time rather than clicking notes individually. Press Ctrl + R again to stop recording.Selecting and Editing Notes
With the Select tool active you can:- Click a single note to select it.
- Drag an empty area to draw a rectangular selection box.
- Ctrl + A — select all notes in the map.
- Delete — remove all selected notes.
Selection Operations
| Operation | Shortcut / Menu | Description |
|---|---|---|
| Flip | Editor keymap / Edit → Flip Selection | Mirrors lane positions of selected notes horizontally (e.g., lane 1 ↔ lane 4 in 4K). |
| Shuffle | Editor keymap / Edit → Shuffle Selection | Randomizes the lane assignments of selected notes. |
| Apply Group | Editor keymap / Edit → Apply Group to Selection | Opens a dialog to assign a group ID to all selected notes. |
| Clone | Editor keymap | Duplicates the selection and places the clone immediately after the last note’s beat boundary, snapping to the nearest grid line. |
| Re-snap all | Edit → Re-snap all notes | Snaps every note in the map (or the current selection) to the active snap divisor. |
Copy, Cut, and Paste
The editor uses the system clipboard with a JSON-based internal format (EditorClipboardContent). Time offsets in the clipboard are stored relative to the earliest note in the selection; on paste they are added back relative to the current playback position.
| Action | Keys |
|---|---|
| Copy | Ctrl + C |
| Cut (copy + delete) | Ctrl + X |
| Paste at cursor | Ctrl + V |
Undo and Redo
Every placement, deletion, move, flip, shuffle, group assignment, and re-snap operation is recorded as a discreteEditorAction in the EditorActionStack. The stack supports unlimited undo depth for the current session.
| Action | Keys | Menu |
|---|---|---|
| Undo | Ctrl + Z | Edit → Undo |
| Redo | Ctrl + Y | Edit → Redo |
Timing Points
The right sidebar (Points list) shows all timing points and lane-switch events for the map. Timing points define BPM and time signature at a given position.Adding a Timing Point
Press the editor keymap binding for Add Timing (default: configurable) while in the Charting tab. A new timing point is created at the current playback time, inheriting the BPM, time signature, and hidden-lines flag from the immediately preceding point. The sidebar opens automatically to show the new entry for editing.Lane-Switch Events in the Charting Tab
Lane-switch events also appear in the sidebar and on the playfield as a horizontal coloured band. Use the Lane Switch effect tool to place them. Each event stores a target lane count; when the map plays back, the playfield transitions to that lane count at the specified time.Waveform Display
The audio waveform is rendered behind the playfield at an adjustable opacity (default 20 %). You can change the opacity via View → Waveform opacity in the menu bar, choosing from 0 %, 20 %, 40 %, 60 %, 80 %, or 100 %. The waveform is offset slightly upward from the centre of its beat-grid row (WAVEFORM_OFFSET = 20) to avoid overlapping note heads.
Note Properties
EachHitObject stored in the map carries the following properties relevant to the Charting tab:
| Property | Description |
|---|---|
Time | Start time in milliseconds from the beginning of the audio. |
Lane | 1-indexed lane number. Must be ≤ the map’s key count. |
HoldTime | Duration in ms. Non-zero values make the note a long note. |
HitSound | Name of the hitsound sample to play when the note is hit (e.g., default-normal). |
Type | Default, Tick, or Landmine. Affects gameplay behavior and visual representation. |
Hitsound naming convention
Hitsound naming convention
Hitsounds follow the pattern
{prefix}-{sound}. The default prefix is default. Additional sample sets can be referenced by changing the prefix. Custom hitsounds placed in the map’s song folder are picked up automatically by the Hitsounding system.Charting Workflow Summary
Set BPM and offset in Setup or via the timing point sidebar
At minimum, one timing point must exist before you can save. Add it from the Charting tab sidebar or via the editor keymap binding.
Pick a snap divisor and tool
Match the divisor to the subdivision of the rhythm you are charting. Start with 4 for most patterns.
Place notes to the music
Use the number keys to switch tools quickly. Enable recording mode (Ctrl + R) if you prefer tapping out rhythms in real time.
Select and refine
Switch to the Select tool to reposition, flip, or delete notes. Use undo/redo freely to experiment.
