Expand description
The BMS format parser.
Be-Music Source, called BMS for short, is a file format devised by Urao Yane in 1998 for a simulator of the game Beatmania by KONAMI. This describes what and when notes are arranged and its music metadata. It is a plain text file with some “command” lines starting with #
character.
§Usage
§Simple Usage
For most use cases, you can use the [parse_bms
] function to parse a BMS file in one step:
use bms_rs::bms::{parse_bms, BmsOutput};
let source = std::fs::read_to_string("tests/files/lilith_mx.bms").unwrap();
let BmsOutput { bms, warnings } = parse_bms(&source);
assert_eq!(warnings, vec![]);
println!("Title: {}", bms.header.title.as_deref().unwrap_or("Unknown"));
println!("BPM: {}", bms.arrangers.bpm.unwrap_or(120.into()));
println!("Warnings: {:?}", warnings);
§Advanced Usage
For more control over the parsing process, you can use the individual steps:
At first, you can get the tokens stream with lex::parse_lex_tokens
. Then pass it and the random generator to [parse::Bms::from_token_stream
] to get the notes data. Because BMS format has some randomized syntax.
use rand::{rngs::StdRng, SeedableRng};
use bms_rs::bms::prelude::*;
let source = std::fs::read_to_string("tests/files/lilith_mx.bms").unwrap();
let BmsLexOutput { tokens: _, lex_warnings } = parse_lex_tokens(&source);
assert_eq!(lex_warnings, vec![]);
// Or you can use another preset.
// This crate defines some presets for Beat(5K/7K/10K/14K) and Pop'n(5K/9K/18K) modes.
// See `bms::lex::command::channel` documentation for the pre-defined channel parsers.
// Please see [BMS command memo](https://hitkey.bms.ms/cmds.htm#KEYMAP-TABLE) for more details.
let BmsLexOutput { tokens, lex_warnings } = parse_lex_tokens_with_channel_parser(&source, &read_channel_beat);
assert_eq!(lex_warnings, vec![]);
// You can modify the tokens before parsing, for some commands that this library does not warpped.
let rng = RandRng(StdRng::seed_from_u64(42));
let BmsParseOutput { bms, parse_warnings, playing_warnings, playing_errors } = Bms::from_token_stream(
&tokens, rng, AlwaysWarn
);
assert_eq!(parse_warnings, vec![]);
assert_eq!(playing_warnings, vec![]);
assert_eq!(playing_errors, vec![]);
§Features
bmson
feature enables the BMSON format support.serde
feature enables theserde
support. It supportsSerialize
for all the definications in this crate, andDeserialize
for all the result types.rand
feature enables the random number generator support. It supports [RandRng
].
§About the format
§Command
Each command starts with #
character, and other lines will be ignored. Some commands require arguments separated by whitespace character such as spaces or tabs.
#PLAYER 1
#GENRE FUGA
#TITLE BAR(^^)
#ARTIST MikuroXina
#BPM 120
#PLAYLEVEL 6
#RANK 2
#WAV01 hoge.WAV
#WAV02 foo.WAV
#WAV03 bar.WAV
#00211:0303030303
§Header command
Header commands are used to express the metadata of the music or the definition for note arrangement.
§Message command
Message command starts with #XXXYY:ZZ...
. XXX
is the number of the measure, YY
is the channel of the message, and ZZ...
is the object id sequence.
The measure must start from 1, but some player may allow the 0 measure (i.e. Lunatic Rave 2).
The channel commonly expresses what the lane be arranged the note to.
The object id is formed by 2-digit of 36-radix ([0-9a-zA-Z]
) integer. So the sequence length must be an even number. The 00
object id is the special id, expresses the rest (no object lies). The object lies on the position divided equally by how many the object is in the measure. For example:
#00211:0303000303
This will be placed as:
003|--|--------------|
| |03 |
| |03 |
| | |
| |03 |
002|--|03------------|
| | [] [] [] |
|()|[] [] [] []|
|-----------------|
Re-exports§
Modules§
- bms
- The parser module of BMS(.bms/.bme/.bml/.pms) file.
- bmson
bmson
- The bmson format definition.