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Street - Hacking Code [Taiko]

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Total Posts
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Topic Starter
Zetera
This beatmap was submitted using in-game submission on Freitag, 29. September 2017 at 19:42:30

Artist: Street
Title: Hacking Code
Tags: DRUM'N'BASS WASSOY!! Rakugaki Records DnB Drum and Bass Neurofunk
BPM: 174
Filesize: 8665kb
Play Time: 05:22
Difficulties Available:
  1. Arbitrary Oni Injection (AOI) (5,4 stars, 1718 notes)
Download: Street - Hacking Code
Information: Scores/Beatmap Listing
---------------
Hitsounds taken from the standard set.
Warning: SV changes ahead.


01100001 01110011 01101011 00100000 01110100 01101000 01100101 00100000 01110011 01100101 01110100 00100000 01101111 01110111 01101110 01100101 01110010 00100000 01100110 01101111 01110010 00100000 01110011 01110000 01100101 01100011 01101001 01100001 01101100 00100000 01110000 01100101 01110010 01101101 01101001 01110011 01110011 01101001 01101111 01101110 01110011 00101110
HomieLove
Dem Straßenverlauf 2 Kilometer folgen. (possible m4m?)

Im Kreisverkehr die zweite Abfahrt nehmen
General:

idk if countdown does anything to the map but you can disable it

Tags: DRUM'N'BASS WASSOY!! Rakugaki Records DnB Drum and Bass Neurofunk


[too long diff name]

00:41:444 (145) - seeing how you altered between dd doublets + ddd triplets and kd doublets + dkd triplets, I'd expect a kkdkd here, too.

01:33:685 (133,134,135,136) - I've listened to this a few times and I'm pretty sure this wub is snapped to 1/4 instead of 1/3, the sounds are more dense than wubs like 01:35:064 (145,146,147,148) - which I can clearly hear as 1/3. This also applies to 03:46:099 (944,945,946,947) -

01:44:030 (221) - with the wubs mapped as kat 01:43:771 (219,220) - here, this note could be kat too

02:05:927 (406) - kat, to keep the emphasis consistent with 01:43:340 (214,215,216,217,218,219,220) - yet variating

03:36:444 (889,890) - this is clearly 1/3, is it snapped to 1/4 on purpose?

03:48:168 (962,963,964,965,966,967) - hm, to me this wub sounded pretty much the same as 02:08:858 (430,431,432,433,434,435) - to me, consider making both the same pattern for equal emphasis?

04:06:961 (1130) - I'd suggest don here to make the whole pattern match with the wub more accurately

04:38:168 (1377) - delete this note? dkdkd feels a bit too crouded in this part, dk kd sounds more natural with your structure imo

As I told you, I really like the map and I don't see any issues, so take everything in my mod as suggestions and an additional star! ╭( ・ㅂ・)و
Good luck!
Topic Starter
Zetera

Greenshell wrote:

Dem Straßenverlauf 2 Kilometer folgen. (possible m4m?)

Im Kreisverkehr die zweite Abfahrt nehmen
General:

idk if countdown does anything to the map but you can disable it yeah it's useless in taiko

Tags: DRUM'N'BASS WASSOY!! Rakugaki Records DnB Drum and Bass Neurofunk added


[too long diff name]

00:41:444 (145) - seeing how you altered between dd doublets + ddd triplets and kd doublets + dkd triplets, I'd expect a kkdkd here, too. yeah, why not

01:33:685 (133,134,135,136) - I've listened to this a few times and I'm pretty sure this wub is snapped to 1/4 instead of 1/3, the sounds are more dense than wubs like 01:35:064 (145,146,147,148) - which I can clearly hear as 1/3. This also applies to 03:46:099 (944,945,946,947) - used kdk instead, doesn't feel like it's taking away anything.

01:44:030 (221) - with the wubs mapped as kat 01:43:771 (219,220) - here, this note could be kat too although that breaks the consistent dd dd patterns, I changed this

02:05:927 (406) - kat, to keep the emphasis consistent with 01:43:340 (214,215,216,217,218,219,220) - yet variating Changed, but I think this is pretty insignificant.

03:36:444 (889,890) - this is clearly 1/3, is it snapped to 1/4 on purpose? honestly I just kinda threw it in. I'll just remove it entirely.

03:48:168 (962,963,964,965,966,967) - hm, to me this wub sounded pretty much the same as 02:08:858 (430,431,432,433,434,435) - to me, consider making both the same pattern for equal emphasis? I intend to have a subtle difficulty spike in the latter kiais compared to the first two.

04:06:961 (1130) - I'd suggest don here to make the whole pattern match with the wub more accurately I want to stick to even numbers here for simplicity's sake. Added a Sv change on these btw to highlight the noise in the background

04:38:168 (1377) - delete this note? dkdkd feels a bit too crouded in this part, dk kd sounds more natural with your structure imo okay why not

As I told you, I really like the map and I don't see any issues, so take everything in my mod as suggestions and an additional star! ╭( ・ㅂ・)و
Good luck!
Thank you!
Shizue_old_1
IRC Mod
19:10 Shizue: 01:34:547 (141,142,143) -
19:10 Shizue: I feel you could reasonably turn this into a dkkdd
19:10 Shizue: ..ddkkd
19:11 Zetera: yeah, that works
19:12 Shizue: 01:55:323 - d here? pause feels awkward and the dd directly to the right of it follows the same pattern
19:12 Zetera: made a triplet instead
19:13 Shizue: that works :>
19:14 Zetera: goodie goodie gumdrops
19:16 Shizue: there is one minor thing that I noticed
19:17 Zetera: Yes?
19:17 Shizue: have to find it again haha
19:17 Zetera: take your time
19:18 Shizue: 02:20:064 (529,530,531,532,533) -
19:18 Shizue: like the one before it, I feel like, while I do understand the inverse, dddkd still feels more natural
19:18 Shizue: but
19:18 Shizue: I'm kind of iffy on that suggestion
19:18 Shizue: in fact it's possible to turn that into a dkdkd
19:20 Zetera: it'll turn this part a little bit more repetitive, but that's fine by me
19:20 Zetera: changed
19:20 Shizue: :>
19:21 Shizue: that's all I have comments on for now
19:21 Shizue: I'm gonna run through once more just in case

Happy mapping!
I really like this map, good luck!
Topic Starter
Zetera
Thanks a lot!
Vulkin
Allrightly heres my mod i hope im not drunk

-General-
Why HP6? Marathon usually use HP4-5
Disable Widescreen Support? Dunno if its Unrankable but just to be sure

-Virus Alert-
00:21:702 - Why not add a k here?, so its consistent with 00:16:185 (17) -
00:44:461 (1) - isnt spinner a bit too close to the note? maybe move it 1/4 to the right?
01:16:875 - add a k here? consistency with 01:11:358 (24) -
01:37:651 (169,170) - why not make them d? so they follow the deep bump sound
01:48:685 (263,264) - ^
01:59:720 (353,354) - ^
03:05:064 (805) - might want to remove finisher? the sound is at the same intensity as the previous notes, which werent finisher
03:11:961 (813) - might want to remove the note? the sound at the background is not that intense to be easily noticeable
03:15:927 (819,820) - remove? they dont follow anything imo
03:20:237 - https://osu.ppy.sh/ss/9122557 i suggest this pattern, its a bit easier to play
03:50:064 (981,982) - why not make them d? so they follow the deep bump sound
04:01:099 (1084,1085) - ^
04:12:133 (1175,1176) - ^
04:23:168 (1278,1279) - ^

I cant find that much here, the map is pretty good
and sorry i couldnt help with the SV, im not good at checking them at all ;_;
Good luck for rank!
xtrem3x
M4M in my Queue


General:

Don = d
Kat = k
Big Don = D
Big Kat = K



Arbitrary Zetera's Invasion

  • > with OD = 7 is better, Harder, smash HARDER!!


    01:25:840 - You need a spinner in this place, it's questionable but it would be to try one until 01:27:823-

    01:44:720 - is curious this point, could be blue note to make it harder.

    02:16:099 - I am comparing this point with 02:17:478- and I have seen that they are very similar to get a consistent rhythm, so is possible to change this note to blue?

    02:34:375 - Same situation as 01:44:720-

    02:56:616 (796,797,798) - possible ddK?, that high sound is very evident on the big note.

    02:59:547 (800,802) - swap notes, is to make a fluid rhythm in reverse (first kd and then dk) and is better coupled to the tones.
    03:05:064 - continuing with this game of tones, it's preferable to change this note to D.
    03:07:133 (806,807) - and these notes I would suggest leaving them d d.

    03:11:961 - Why a note here?

    03:26:904 - this note has no doubt have high sound, but for some reason I see it better coupled with the previous note as d than trying to give priority to the top, which opaque the next big note.

    03:57:133 (1047,1048,1049,1050) - have same situation as 01:44:720- and 02:34:375- and is preferable change for kddk (in 04:19:202- is correct).
Topic Starter
Zetera

Vulkin wrote:

Allrightly heres my mod i hope im not drunk

-General-
Why HP6? Marathon usually use HP4-5 I like the settings the way they are. I was barely able to pass with HD, so I wouldn't want to change it.
Disable Widescreen Support? Dunno if its Unrankable but just to be sure yep

-Virus Alert-
00:21:702 - Why not add a k here?, so its consistent with 00:16:185 (17) - alright
00:44:461 (1) - isnt spinner a bit too close to the note? maybe move it 1/4 to the right? There's a pretty big SV increase here, I don't think this is a problem.
01:16:875 - add a k here? consistency with 01:11:358 (24) - added
01:37:651 (169,170) - why not make them d? so they follow the deep bump sound Simplicity and I want to highlight the weird sfx. Also I use an already controversial SV slowdown, so I don't want to make this any more complicated. I used to change this pattern in the 3rd and 4th kiai, but I didn't like it.
01:48:685 (263,264) - ^
01:59:720 (353,354) - ^
03:05:064 (805) - might want to remove finisher? the sound is at the same intensity as the previous notes, which werent finisher yep, that was on my agenda
03:11:961 (813) - might want to remove the note? the sound at the background is not that intense to be easily noticeable was a filler note,
didn't really like it myself

03:15:927 (819,820) - remove? they dont follow anything imo they add emphasis on the k, making it more substantial than the others.
I did this because the key changes.

03:20:237 - https://osu.ppy.sh/ss/9122557 i suggest this pattern, its a bit easier to play yeah I'll try that
03:50:064 (981,982) - why not make them d? so they follow the deep bump sound explained above
04:01:099 (1084,1085) - ^
04:12:133 (1175,1176) - ^
04:23:168 (1278,1279) - ^

I cant find that much here, the map is pretty good
and sorry i couldnt help with the SV, im not good at checking them at all ;_;
Good luck for rank!
Thank you!

xtrem3x wrote:

M4M in my Queue


General:

Don = d
Kat = k
Big Don = D
Big Kat = K



Arbitrary Zetera's Invasion

  • > with OD = 7 is better, Harder, smash HARDER!! Nah, sounds a little too harsh.


    01:25:840 - You need a spinner in this place, it's questionable but it would be to try one until 01:27:823- yeah I want to fill that slot, I'll try that out.

    01:44:720 - is curious this point, could be blue note to make it harder. That's what I do in the latter kiais, so I won't put that here.

    02:16:099 - I am comparing this point with 02:17:478- and I have seen that they are very similar to get a consistent rhythm, so is possible to change this note to blue? That's intentionally different.

    02:34:375 - Same situation as 01:44:720- I think that's a different occasion, since it's not in the kiai. I don't want this to be more complicated.

    02:56:616 (796,797,798) - possible ddK?, that high sound is very evident on the big note. That would make sense, but the custom sounds that I use are much better for the emphasis of this part the way I use them.

    02:59:547 (800,802) - swap notes, is to make a fluid rhythm in reverse (first kd and then dk) and is better coupled to the tones. d kdkdk seems very fluent to me already.
    03:05:064 - continuing with this game of tones, it's preferable to change this note to D. Not possible because of the customs. Also, I changed this to k according to a previous mod
    03:07:133 (806,807) - and these notes I would suggest leaving them d d. Well, they are d d, so yeah

    03:11:961 - Why a note here? already gone

    03:26:904 - this note has no doubt have high sound, but for some reason I see it better coupled with the previous note as d than trying to give priority to the top, which opaque the next big note. yeah, applied

    03:57:133 (1047,1048,1049,1050) - have same situation as 01:44:720- and 02:34:375- and is preferable change for kddk (in 04:19:202- is correct). I used kddk for the last kiais exclusively. I don't want them in the first kiais.


Thanks!
davidminh0111
Hello Zetera, from my queue
Thanks for M4M

Is HP6 rankable in Marathon map, and this is a hard map either. to 5.5 I think so

[Arbitrary Oni Injection (AOI)]
00:44:461: Maybe this SV too fast? reduce it.

01:06:444: Change to k to fit the pitch

01:31:444: SV isn't smooth

01:39:202: The SV is weird here, while test playing.

02:23:340: How about kkk, plays better imo. That's weird if you put kkd.

02:27:478: Miss a note, if there is, add k

02:45:409: Same, do kkk

02:59:547: Change to d, low pitch

03:05:064: ^

That's it, GL
Topic Starter
Zetera

davidminh0111 wrote:

Hello Zetera, from my queue
Thanks for M4M

Is HP6 rankable in Marathon map, and this is a hard map either. to 5.5 I think so As aforementioned, I was in a really comfortable spot with HP6. If there's more of a concern with that HP setting, then I might reduce it. I won't change it for now.

[Arbitrary Oni Injection (AOI)]
00:44:461: Maybe this SV too fast? reduce it. The spinner is 100 hits long without mods, so I don't think a high SV is much of a problem.

01:06:444: Change to k to fit the pitch I'm using custom sounds which emphasize this pretty well already.

01:31:444: SV isn't smooth Yeah it is, the offsets are right and the SV scales 1.24-1.16-1.08-1.00.

01:39:202: The SV is weird here, while test playing. Yeah, that's intentional. With each green line, the SV goes up by 0.17, which leads to a 1.48 at the end of the pattern. Scaling down 0.08 for each 1/6 tick afterwards leads to a SV of 1.24 at the first k of the next 1/6 pattern. It's all mathematically correct.

02:23:340: How about kkk, plays better imo. That's weird if you put kkd. Okay, agreed.

02:27:478: Miss a note, if there is, add k added it at 02:27:564 - .

02:45:409: Same, do kkk alright

02:59:547: Change to d, low pitch The pitch here is still higher than 03:01:616 (719,720) - .

03:05:064: ^ same thing. The next note is substantially lower than this one, so I want that to be the contrast.

That's it, GL
Thank you!
Shinsekai-
Haloo M4M <3

[General]

- The volume on some parts need be lower, Cuz the sounds are lower than voice

[The only diff ♥]

- maybe you can add one d here 00:24:892 (55) - sounds pretty cool and open so good the next note
- 01:06:789 - the volume here can be more... you know xd lower, because the sounds are lower than voice
- 01:17:823 - if you do that ^ increase the volume here
- 01:37:651 (85,86) - dd ? can make a new rhythm and sounds good
- 01:48:685 (179,180) - ^
- 01:59:720 (269,270) - ^
- 02:10:754 (367,368) - ^
- 02:16:185 (414) - kat here why? you will ask well for this pattern 02:17:306 (423,424,425,426,427) -
- 03:07:823 (726) - D this one is another sound is not similar like these 03:07:133 (724,725) -
- add one kat here 03:37:306 (814) - work pretty well xD
- 03:50:064 (901,902) - similar dd XD
- 04:01:099 (1004,1005) - ^
- 04:12:133 (1095,1096) - ^
- 04:23:168 (1198,1199) - ^

[DUDE]

DUDE THIS IS SO jalkfjakljfd <3 good map good song good mapper GL ranking this masterpiece ♥
Topic Starter
Zetera
Haloo M4M <3

[General]

- The volume on some parts need be lower, Cuz the sounds are lower than voice I like the volume as it stands right now. I can't perform much of a change in general because those hitsounds themselves are fairly quiet.

[The only diff ♥]

- maybe you can add one d here 00:24:892 (55) - sounds pretty cool and open so good the next note added a d there and one beat afterwards
- 01:06:789 - the volume here can be more... you know xd lower, because the sounds are lower than voice changed the volume to what it was in the beginning ->50%.
- 01:17:823 - if you do that ^ increase the volume here the volume increases on the kat finisher 4 measures earlier.
- 01:37:651 (85,86) - dd ? can make a new rhythm and sounds good
- 01:48:685 (179,180) - ^
- 01:59:720 (269,270) - ^
- 02:10:754 (367,368) - ^ These used to be more complicated patterns, but due to the fact that I use a slider velocity decrease, I figured I should stick with a simple pattern.
- 02:16:185 (414) - kat here why? you will ask well for this pattern 02:17:306 (423,424,425,426,427) - I want to have a little bit of a variation on those.
- 03:07:823 (726) - D this one is another sound is not similar like these 03:07:133 (724,725) - The custom clap I use on kat finishers is much more fitting than the custom don finisher.
- add one kat here 03:37:306 (814) - work pretty well xD yeah, why not
- 03:50:064 (901,902) - similar dd XD
- 04:01:099 (1004,1005) - ^
- 04:12:133 (1095,1096) - ^
- 04:23:168 (1198,1199) - ^ I explained that above.

[DUDE]

DUDE THIS IS SO jalkfjakljfd <3 good map good song good mapper GL ranking this masterpiece ♥

Hey, thank you!
Surono
Holy Moly Goly

Can you tell me the diffnaming related with the song? just wanna have confirmed for it. *imma stupud about related2 or idk xdddd

most of modders in here are concerned about it. possibly a bit reduce it to 5,5 since the SVs and duration are obviously, player needs to pass it first even they cant get used with the SVs gameplay.

00:55:409 - ~ 01:03:685 - <3

03:40:927 - dont you think it should be finisher? I would XD

04:58:168 - forgot to finish it? I felt its related with the consistency at overall

and wtf vol. adjustment, SVs mmmmhhh <3 and asdghsaghdgfhsfd
Topic Starter
Zetera

Surono wrote:

Holy Moly Goly

Can you tell me the diffnaming related with the song? just wanna have confirmed for it. *imma stupud about related2 or idk xdddd Of course.
In fact, there are two separate procedures called "code injection" and "arbitrary code execution". The first is defined as the ability of a hacker to produce code into a working procedural code to change its way of execution, and arbitrary code execution is the ability of a hacker to perform any action on a running machine. It's a combination of the two, but I might go ahead and just use Arbitrary Oni Execution instead.


most of modders in here are concerned about it. possibly a bit reduce it to 5,5 since the SVs and duration are obviously, player needs to pass it first even they cant get used with the SVs gameplay. I assume you're talking about the HP drain? In that case, I'd really keep the value, but since it has been a concern for the majority of poeple, I'm willing to change that to 5.7, I hope that's enough of a change.

00:55:409 - ~ 01:03:685 - <3 ;)

03:40:927 - dont you think it should be finisher? I would XD Well due to the fact that I am using custom sounds, I feel like a finisher would be too loud.

04:58:168 - forgot to finish it? I felt its related with the consistency at overall yeah, that should be a finisher indeed

and wtf vol. adjustment, SVs mmmmhhh <3 and asdghsaghdgfhsfd


I'm glad you like it! Thanks for checking!
Surono
Nominated

hello 16days ago and total post 16 lol
Topic Starter
Zetera
In 300m haben sie ihr Ziel erreicht!

Danke!
frukoyurdakul
Sorry, but I have to pop this bubble because of custom hitsound issue.

Ranking Criteria Rules wrote:

Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense.
On spots like having 50% or lower volumes (spots like 01:06:789 - ) are non-hearable based on equal music-effect volume setting, and since Taiko is all about hitsounding, this issue needs to be solved. The hitsound volumes are too quiet, for example: Here is a picture of it of the kat hitsound.




The volume of it is on -10,5 approx. which makes it unhearable on this map. The other hitsounds have the same issue as this one, except the DON finisher hitsound. That's why, I pop this bubble.

Additional suggestions:

  1. 01:53:513 - You can add a kkkd 1/6 here with the SV change, like you did on every beat on the kiai. It's basically same spot and it can be applied to this spot as well, in order to keep the sound consistent.
  2. 02:29:547 - I can see the vocals are on 1/3, even though I don't think they're meant to be, but it's inconsistent with the rest of the patterns. For example, there is also a vocal sound that you've mapped in 1/4 on 02:20:927 - this spot. So, I recommend you to change the first one similiar to the rest. Also, 02:37:133 - this one too, since it doesn't even follow the vocals I don't think it's neccessary there. If you agree to change first one, 02:42:996 - change this one as well. Well, I've seen that you emphasized that vocal sound except on 02:20:927 - this spot, so map that part 1/3 kkkd as well, in order to keep the patterns consistent.
  3. 03:15:927 (736,737,738) - I didn't hear an extra sound to support this ddk. Since this part is very calm, I don't suggest having a pattern like that. Deleting the first 2 dons is the best option to keep the patterns calm and consistent.
  4. 03:21:156 - If you're supporting the background voice sound, I suggest moving it to 03:21:156 - here (1/3 snap) since the sound is on that one.
  5. 04:33:340 - Since you've emphasized the background voice on 04:41:961 - this one, I suggest doing it the same on the first one.
  6. 04:59:030 - I'd map this kick, because it's very prominent and you've emphasized it everywhere else.
After the hitsound volume change, I'll suggest making the kiai volumes as 70% or 80% , otherwise those parts will be too loud.

You may call me back after these issues are solved.
Surono
yes most of them, I just simple to fine with it. it would be better more tho, try to edit the hitsound files by increasing the volumes. I will check it again with carefuly after it gets rebubble, thanks fruko for checking. :surosucc:
Stefan
Gonna mod the map as well, I'd request to wait for my mod @ BNs
talked to Zetera and I will leave it to fruko and Surono.
Topic Starter
Zetera

frukoyurdakul wrote:

Sorry, but I have to pop this bubble because of custom hitsound issue.

Ranking Criteria Rules wrote:

Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense.
On spots like having 50% or lower volumes (spots like 01:06:789 - ) are non-hearable based on equal music-effect volume setting, and since Taiko is all about hitsounding, this issue needs to be solved. The hitsound volumes are too quiet, for example: Here is a picture of it of the kat hitsound.




The volume of it is on -10,5 approx. which makes it unhearable on this map. The other hitsounds have the same issue as this one, except the DON finisher hitsound. That's why, I pop this bubble.

"Thank you. I have increased the volume of all hitsounds except the normal-hitfinish, to an extent where you can hear the sounds throughout the entire map. Additionally, I had to change the volume in the beginning to 57%, in order to make those sounds in the beginning distinguishable, while maintaining a buildup to 64% at 00:21:961 - . Kiai volume was reduced to 95%.

Additional suggestions:

  1. 01:53:513 - You can add a kkkd 1/6 here with the SV change, like you did on every beat on the kiai. It's basically same spot and it can be applied to this spot as well, in order to keep the sound consistent. applied
  2. 02:29:547 - I can see the vocals are on 1/3, even though I don't think they're meant to be, but it's inconsistent with the rest of the patterns. For example, there is also a vocal sound that you've mapped in 1/4 on 02:20:927 - this spot. So, I recommend you to change the first one similiar to the rest. Also, 02:37:133 - this one too, since it doesn't even follow the vocals I don't think it's neccessary there. If you agree to change first one, 02:42:996 - change this one as well. Well, I've seen that you emphasized that vocal sound except on 02:20:927 - this spot, so map that part 1/3 kkkd as well, in order to keep the patterns consistent. added. It breaks the consistency with the remainder of the afterkiai, but I actually like breaking that consistence for the sake of the 1/3 vocal kats.
  3. 03:15:927 (736,737,738) - I didn't hear an extra sound to support this ddk. Since this part is very calm, I don't suggest having a pattern like that. Deleting the first 2 dons is the best option to keep the patterns calm and consistent. Those aare there because of the bass melody. Before the kat,
    the bass melody was in major. As soon as the kat hits, the bass melody changes to minor. To highlight that switch, I chose to put more emphasis on the kat,
    which I achieve by placing it at the end of a triplet.
  4. 03:21:156 - If you're supporting the background voice sound, I suggest moving it to 03:21:156 - here (1/3 snap) since the sound is on that one. applied. This is a mixture of vocal and guitar emphasis, by the way.
  5. 04:33:340 - Since you've emphasized the background voice on 04:41:961 - this one, I suggest doing it the same on the first one. okay
  6. 04:59:030 - I'd map this kick, because it's very prominent and you've emphasized it everywhere else. changed, and I also changed the pattern after 04:47:133 - to the same one. I really want to emphasize the added main melody elements in those parts.
After the hitsound volume change, I'll suggest making the kiai volumes as 70% or 80% , otherwise those parts will be too loud.

You may call me back after these issues are solved.
Alright, all done! Make sure you give the kiai a listen. I wouldn't say the hitsounds are too loud, but you be the judge there.

Thanks a lot!
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