I apologize for possibly misleading title. The scenario at hand is as follows:
Hitcirle is placed at 10,000ms. Standard hitsound sampleset is loud, however you'd like the hitcircle placed at 10k ms to be soft. Place an inherited timing section at 9999 to create the soft hitsound on that individual note, then place another at 10,001 to continue with normal volume.
I believe that is how it should be handled. The current method is based on what time the player hit the note. For example, they could be 2 ms early and the hitcircle will play loud instead of soft. The work-around would be to place the sample change 50-100-whatever amount of ms before the note is actually played so the timing window will not allow the player to hear the unexpected hitsound, however when dealing with 1/4th streams where the notes are only 100ms apart it can become frustrating.
An example map would be Family Force 5 - Earthquake, specifically at 01:02:654. There is 5 notes 1/4th of a beat apart, and the first and last are a different sample set than the rest. Sounds fine in editor, can easily be fudged up when playing (and cause it to sound terrible.)
Another work-around would be to create an entire new sampleset replacing loud whistles/claps/finish with the soft-hitsound you wish to be used. But I feel that unnecessary. How I think it should be handled is what I mentioned above, I think the current way is incorrect.
Debated on putting this in bug reports but brought it here instead for debate.
Hitcirle is placed at 10,000ms. Standard hitsound sampleset is loud, however you'd like the hitcircle placed at 10k ms to be soft. Place an inherited timing section at 9999 to create the soft hitsound on that individual note, then place another at 10,001 to continue with normal volume.
I believe that is how it should be handled. The current method is based on what time the player hit the note. For example, they could be 2 ms early and the hitcircle will play loud instead of soft. The work-around would be to place the sample change 50-100-whatever amount of ms before the note is actually played so the timing window will not allow the player to hear the unexpected hitsound, however when dealing with 1/4th streams where the notes are only 100ms apart it can become frustrating.
An example map would be Family Force 5 - Earthquake, specifically at 01:02:654. There is 5 notes 1/4th of a beat apart, and the first and last are a different sample set than the rest. Sounds fine in editor, can easily be fudged up when playing (and cause it to sound terrible.)
Another work-around would be to create an entire new sampleset replacing loud whistles/claps/finish with the soft-hitsound you wish to be used. But I feel that unnecessary. How I think it should be handled is what I mentioned above, I think the current way is incorrect.
Debated on putting this in bug reports but brought it here instead for debate.