Someone has bumped up t/64761/start=0 . For the special aspect of o!m, I decided to separately open a thread to discuss something completely different.
My opinion is that we should leave mappers their ability (Or say free___ though if I do that this post is not possible to be posted here) to choose whether to use hitsound or just slient it away.
While in osu!, ctb and taiko, sometimes we seriously need hit confirmation(Especially for the last one, as many hits are not really on heavy ,or even light beats), things are different in osu!mania.
You may have noticed that osu!mania is a mode which is focused on music playing BUT NOT MUSIC ACCOMPANYIMENT, which means every hit is representing a feature in the music. This is slightly different from the concept of standard osu , where you hear sliders/spinners sound when doing them. (Not saying the point in the slider that makes combo, when you are doing sliders and spinners without music sounding in many situations these elements itself sound.)
A great deal of o!m maps are going to have completely customized hitsound. They already throw away these default hitsounds, instead, they use hundreds or even thousands of different instrumental sounds to FORM the music. If you missed a note, it represents nothing like in standard osu where you still hear the complete song but without a clap. You just won’t HEAR THAT SOUND. This is actually the situation of hitsound used in o!m. The first ranked song by DJPOP is a good example, where many drum hits are separated from the original song and in preview you just can’t hear them(Oh yeah this is another problem but it's out of this thread's scope.)
This kind of map(I’m going to call that key-sounded maps later) is always greatly appreciated, but because you’ll have to de-compose the song in order to do that, this is not suitable, or to say, possible, to every song, especially for these anime Ops(Actually for nearly every vocal songs, unless you get an off-vocal non-less version, and even that you can’t get really good quality map.) and is costly. So many mappers considered made an imitation: You hit the song as if you play the song in key-sounded maps. And this is where no-key-sounded maps come into place.
Though a lot of maps are key-sounded, most of o!m maps are still no-key-sounded. The technique is used all over the formerly BMS community. These songs follow simple rules: When there is a sound, there is a note. BUT NOT VICE VERSA! For you are “playing” the song, everything you pressed should represent one thing in the song. If a clap is not belonging to the song, no mappers would consider introducing them into gameplay by all reasons even for confirmation.(You are not going to confirm that: the sound is always there whether you imagine you play it or you just missed it)
And now we come through the rule of hitsound.
All map need a hitsound.
This is where things go messy.
Because of the aforementioned rule, many mappers are forced to use hitsound, be it loud or almost silent. As mentioned earlier, if the sound doesn't represent a note in the music, the note should be removed from the first place. Sadly, in most cases, there isn't a way to add default hitsounds into the map because of the lack of a drum bit in the music and the mental urge to NOT add extra sounds into the music.
By omitting hitsound, the mappers have already considered the map not to be suitable to make a key-sounded version or is too hard to do so. In any aspect they already decided not to feature key-pressing sounds. So why do we have to put a rule to enforce them to do so? If they do think it is necessary to put a default hitsound there, they may remix the song(Any addition to the song is kind of remixing.) or to go through the mapping process from the beginning to make a key-sounded map.
From another side, (default) hitsound feature also has something not suitable for osu!mania, especially when you hit 3 or more blocks at the same time. You may hear an extremely loud sound several times louder than the original one making you impossible to hear the background(Although the volume of the original hitsound is optimized.) One of the best examples are converted map of Banned Forever [Nogard] http://osu.ppy.sh/s/16349 , the song with cover of a red fox.
So you have seen the reason of silent hitsounds in osu!mania, why not make an exception to osu!mania for this rule? What do you think?
My opinion is that we should leave mappers their ability (Or say free___ though if I do that this post is not possible to be posted here) to choose whether to use hitsound or just slient it away.
While in osu!, ctb and taiko, sometimes we seriously need hit confirmation(Especially for the last one, as many hits are not really on heavy ,or even light beats), things are different in osu!mania.
You may have noticed that osu!mania is a mode which is focused on music playing BUT NOT MUSIC ACCOMPANYIMENT, which means every hit is representing a feature in the music. This is slightly different from the concept of standard osu , where you hear sliders/spinners sound when doing them. (Not saying the point in the slider that makes combo, when you are doing sliders and spinners without music sounding in many situations these elements itself sound.)
A great deal of o!m maps are going to have completely customized hitsound. They already throw away these default hitsounds, instead, they use hundreds or even thousands of different instrumental sounds to FORM the music. If you missed a note, it represents nothing like in standard osu where you still hear the complete song but without a clap. You just won’t HEAR THAT SOUND. This is actually the situation of hitsound used in o!m. The first ranked song by DJPOP is a good example, where many drum hits are separated from the original song and in preview you just can’t hear them(Oh yeah this is another problem but it's out of this thread's scope.)
This kind of map(I’m going to call that key-sounded maps later) is always greatly appreciated, but because you’ll have to de-compose the song in order to do that, this is not suitable, or to say, possible, to every song, especially for these anime Ops(Actually for nearly every vocal songs, unless you get an off-vocal non-less version, and even that you can’t get really good quality map.) and is costly. So many mappers considered made an imitation: You hit the song as if you play the song in key-sounded maps. And this is where no-key-sounded maps come into place.
Though a lot of maps are key-sounded, most of o!m maps are still no-key-sounded. The technique is used all over the formerly BMS community. These songs follow simple rules: When there is a sound, there is a note. BUT NOT VICE VERSA! For you are “playing” the song, everything you pressed should represent one thing in the song. If a clap is not belonging to the song, no mappers would consider introducing them into gameplay by all reasons even for confirmation.(You are not going to confirm that: the sound is always there whether you imagine you play it or you just missed it)
And now we come through the rule of hitsound.
All map need a hitsound.
This is where things go messy.
Because of the aforementioned rule, many mappers are forced to use hitsound, be it loud or almost silent. As mentioned earlier, if the sound doesn't represent a note in the music, the note should be removed from the first place. Sadly, in most cases, there isn't a way to add default hitsounds into the map because of the lack of a drum bit in the music and the mental urge to NOT add extra sounds into the music.
By omitting hitsound, the mappers have already considered the map not to be suitable to make a key-sounded version or is too hard to do so. In any aspect they already decided not to feature key-pressing sounds. So why do we have to put a rule to enforce them to do so? If they do think it is necessary to put a default hitsound there, they may remix the song(Any addition to the song is kind of remixing.) or to go through the mapping process from the beginning to make a key-sounded map.
From another side, (default) hitsound feature also has something not suitable for osu!mania, especially when you hit 3 or more blocks at the same time. You may hear an extremely loud sound several times louder than the original one making you impossible to hear the background(Although the volume of the original hitsound is optimized.) One of the best examples are converted map of Banned Forever [Nogard] http://osu.ppy.sh/s/16349 , the song with cover of a red fox.
So you have seen the reason of silent hitsounds in osu!mania, why not make an exception to osu!mania for this rule? What do you think?