+1 support to OP (bumping this thread in lieu of a recent thread having a user redirect back to this original one)
mapping would not be harder at all, and in fact, would in many cases be MORE HELPFUL for games that are heavily pitch based; for those who map osu!mania, where rhythmic complexity is almost a necessity in many cases, this would be a god-send. with how osu! handles this, the pitches do not change when the sample lengths for a given part of a song does, which is really bad. Songs that are very heavy in percussion or rely heavily on distortion *cough* sound voltex *cough* will have near indiscernible rhythms as the song's speed gets cut because as choof mentioned in his previous thread, sounds will become grainy. By linearly altering the pitch with the speed of the song, this is no longer an issue.
For those of you arguing that it makes mapping more difficult with regards to pitch: you're 100% wrong and I can prove it very simply. Musical pitches are linearly proportional (in frequency) to each octave before and after it -- if your note is musically a 5th octave C and you cut both the speed and pitch in half, you will end up with a song that is playing at 50% speed and playing at a 4th octave C, which is the same root note. Cut the speed in 25% (1/4), and you will have a note that is two octaves lower at the same root note. This can be proven in practice if mathematical facts aren't enough to satisfy the masses.
(And before anyone argues that the pitch is still different; you're being incredibly pretentious in saying that you would map the root note of melodies that ascend and descend the same but are proportioned differently in frequency, as the only reason you would ever need to accommodate for a change like this is if you were mapping for more than 12 notes.)
mapping would not be harder at all, and in fact, would in many cases be MORE HELPFUL for games that are heavily pitch based; for those who map osu!mania, where rhythmic complexity is almost a necessity in many cases, this would be a god-send. with how osu! handles this, the pitches do not change when the sample lengths for a given part of a song does, which is really bad. Songs that are very heavy in percussion or rely heavily on distortion *cough* sound voltex *cough* will have near indiscernible rhythms as the song's speed gets cut because as choof mentioned in his previous thread, sounds will become grainy. By linearly altering the pitch with the speed of the song, this is no longer an issue.
For those of you arguing that it makes mapping more difficult with regards to pitch: you're 100% wrong and I can prove it very simply. Musical pitches are linearly proportional (in frequency) to each octave before and after it -- if your note is musically a 5th octave C and you cut both the speed and pitch in half, you will end up with a song that is playing at 50% speed and playing at a 4th octave C, which is the same root note. Cut the speed in 25% (1/4), and you will have a note that is two octaves lower at the same root note. This can be proven in practice if mathematical facts aren't enough to satisfy the masses.
(And before anyone argues that the pitch is still different; you're being incredibly pretentious in saying that you would map the root note of melodies that ascend and descend the same but are proportioned differently in frequency, as the only reason you would ever need to accommodate for a change like this is if you were mapping for more than 12 notes.)