Thanks. I should have the final release ready tonight.
There will not be custom hitsounds though, and that will be explained tonight.
Final version is out. Below is the explanation on why I will not do custom hitsounds, and why they were reverted back to the default.
Sounds are usually broke into 3 parts. Low, Mid and High. The low end is your bass, mid is your sounds like snares, and high is your high hats. Sound only have so much room to fight each other for air space. So if you play two kick drums at the same time and if they are both at 100hz, then the loudest one will be heard. If they are both heard, then it is muddy and sound messy. This is where the problem comes in at. It is recommended at sounds are kept under -3db. This is how a loudest of sound is measure. -3db is suggested so you don't blow your sound system from playing noise too loud. This is great and all, so I know how loud to make my hitsounds. However there are tricks to make your sound louder and still be under -3db. This is called compression. Not sure how to explain it into detail, but it basically takes all your sounds, bumps them up to as loud as they can, but makes it so they don't go over the line. It is good though. It can make or break a song from sounding completely different and it is a common technique used in mastering (making sure everything sounds good and processed before you finalized it) sounds.
To make it simple, I can add a compressor to my hit sounds to try to drown out the music in OSU a bit. However each song is master differently, so it would be rather time consuming. If I compress them too much, then they will be distorted. You could change the sound setting in OSU though for the music and effect.
Now here is the other reason I won't do hitsounds, mappers.
Even if I did somehow make a sound that fit with every song out there, mappers are still a problem. Wasn't sure about it before, but I asked a friend that maps about it before I started on the sounds. He told me that mappers can control the volume of each hitsound (or anything that is not a mp3 or ogg file). So that is another issue I would have to try to patch up.
In the long run, it is not worth my time to make custom hitsounds if they are going to be drown out by the music, or reduced by mappers.
Final version is out. Below is the explanation on why I will not do custom hitsounds, and why they were reverted back to the default.
Sounds are usually broke into 3 parts. Low, Mid and High. The low end is your bass, mid is your sounds like snares, and high is your high hats. Sound only have so much room to fight each other for air space. So if you play two kick drums at the same time and if they are both at 100hz, then the loudest one will be heard. If they are both heard, then it is muddy and sound messy. This is where the problem comes in at. It is recommended at sounds are kept under -3db. This is how a loudest of sound is measure. -3db is suggested so you don't blow your sound system from playing noise too loud. This is great and all, so I know how loud to make my hitsounds. However there are tricks to make your sound louder and still be under -3db. This is called compression. Not sure how to explain it into detail, but it basically takes all your sounds, bumps them up to as loud as they can, but makes it so they don't go over the line. It is good though. It can make or break a song from sounding completely different and it is a common technique used in mastering (making sure everything sounds good and processed before you finalized it) sounds.
To make it simple, I can add a compressor to my hit sounds to try to drown out the music in OSU a bit. However each song is master differently, so it would be rather time consuming. If I compress them too much, then they will be distorted. You could change the sound setting in OSU though for the music and effect.
Now here is the other reason I won't do hitsounds, mappers.
Even if I did somehow make a sound that fit with every song out there, mappers are still a problem. Wasn't sure about it before, but I asked a friend that maps about it before I started on the sounds. He told me that mappers can control the volume of each hitsound (or anything that is not a mp3 or ogg file). So that is another issue I would have to try to patch up.
In the long run, it is not worth my time to make custom hitsounds if they are going to be drown out by the music, or reduced by mappers.