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Midi to osu!Mania keysound+beatmap converter (Automap-chan)

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winnerspiros
Can you make it convert to max 18 keys (co-op 9keys) ?
Topic Starter
Drum-Hitnormal

winnerspiros wrote:

Can you make it convert to max 18 keys (co-op 9keys) ?
i dont know how those beatmap are made, if you give me a beatmap like that maybe i can.
winnerspiros

dudehacker wrote:

i dont know how those beatmap are made, if you give me a beatmap like that maybe i can.
for keys the format is keys=10,12,14,16,18 | key count: 11,13,15,17 doesn't exist
for hit objects the x value goes from 14 to 497
I think everything else is the same.

Here are some x valus for every key (hope it helps) :


18 keys
key1=14
key2=42
key3=71
key4=99
key5=128
key6=156
key7=184
key8=213
key9=241
key10=270
key11=298
key12=327
key13=355
key14=384
key15=412
key16=440
key17=469
key18=497

16 keys
key1=14
key2=42
key3=71
key4=99
key5=128
key6=184
key7=213
key8=241
key9=270
key10=298
key11=327
key12=355
key13=384
key14=440
key15=469
key16=497

14 keys
key1=14
key2=42
key3=99
key4=128
key5=164
key6=201
key7=237
key8=274
key9=310
key10=347
key11=384
key12=420
key13=457
key14=493

12 keys
key1=42
key2=64
key3=106
key4=164
key5=201
key6=237
key7=274
key8=310
key9=347
key10=384
key11=448
key12=493

10 keys
key1=42
key2=64
key3=106
key4=164
key5=237
key6=274
key7=310
key8=384
key9=448
key10=493
Topic Starter
Drum-Hitnormal

winnerspiros wrote:

dudehacker wrote:

i dont know how those beatmap are made, if you give me a beatmap like that maybe i can.
for keys the format is keys=10,12,14,16,18 | keys 11,13,15,17 dont exist
for hit objects the x value goes from 14 to 497
I think everything else is the same.

Here are some x valus for every key (hope it helps) :


18 keys
key1=14
key2=42
key3=71
key4=99
key5=128
key6=156
key7=184
key8=213
key9=241
key10=270
key11=298
key12=327
key13=355
key14=384
key15=412
key16=440
key17=469
key18=497

16 keys
key1=14
key2=42
key3=71
key4=99
key5=128
key6=184
key7=213
key8=241
key9=270
key10=298
key11=327
key12=355
key13=384
key14=440
key15=469
key16=497

14 keys
key1=14
key2=42
key3=99
key4=128
key5=164
key6=201
key7=237
key8=274
key9=310
key10=347
key11=384
key12=420
key13=457
key14=493

12 keys
key1=42
key2=64
key3=106
key4=164
key5=201
key6=237
key7=274
key8=310
key9=347
key10=384
key11=448
key12=493

10 keys
key1=42
key2=64
key3=106
key4=164
key5=237
key6=274
key7=310
key8=384
key9=448
key10=493
ok will try it later. can u send me an existing 18k beatmap?
winnerspiros

dudehacker wrote:

ok will try it later. can u send me an existing 18k beatmap?
I guess this??
Topic Starter
Drum-Hitnormal

winnerspiros wrote:

dudehacker wrote:

ok will try it later. can u send me an existing 18k beatmap?
I guess this??
Okay i investigated the format, and its possible to have a convert for this. However i need do some heavy change in my code for this to happen, since everything was made assuming max is 9 key. It might take me a while to make it because i have other more general things to improve on first, such as selective note input for multiple tracks and more hitsound quality vs size options. Since 18k is assumed to be played by 2 players with 9k each, the pattern algorithm also need reworked to reflect this change.
Bobbias
For changes like this, I would suggest you consider putting your code up on github so other people can do more than just suggest changes. For example, I might be able to make the necessary changes to allow for up to 18k and submit a pull request with the changes.
Topic Starter
Drum-Hitnormal

Bobbias wrote:

For changes like this, I would suggest you consider putting your code up on github so other people can do more than just suggest changes. For example, I might be able to make the necessary changes to allow for up to 18k and submit a pull request with the changes.
but my structure is super messy too ashamed to put it on github, maybe after i clean it up. Also need look up how to use github properly.
But the biggest reason is aqo is the one who made pattern algorithm and he doesn't want it to be known to people. I can send you a copy of source code if you get his permission.
Aqo
it's not that I don't want it to be known to people I just feel that mappers would fall into despair if they knew how simple it is
Bobbias
LOL. I havent checked the converter out properly yet (that is, I havent actually tried anything it's created yet), but I honestly don't think releasing the note generation algorithm is going to affect anyone. Most mappers are too disconnected from the community to even check something like this out.
ArcherLove
bobby pls...............
Bobbias
Consider that there are a LOT of people who have made maps. when I say mappers, I mean anyone who has made a beatmap. Many mappers never check the forums at all, and of those who do I'd bet not every one of them will have seen this thread, so my point stands.
pwhk
in fact picking out sounds from an mp3 takes a lot of time when mapping, which this converter skips that completely by using midi.

and mp3 to midi is very difficult for computers
Topic Starter
Drum-Hitnormal

pwhk wrote:

in fact picking out sounds from an mp3 takes a lot of time when mapping, which this converter skips that completely by using midi.

and mp3 to midi is very difficult for computers
Indeed i looked up mp3 instrument/vocal recognition researches, it is too complicated for me to understand how. But i believe in a few years people will release free library that could achieve this. It will make mapping a lot easier.
Topic Starter
Drum-Hitnormal
Update Log: March 18, 2016
- 10k-18k support for coop play
- midi playback
- instrument change for each track in midi
- volume change for each track in midi
- select which track to use as hit objects and which track to send to background/Storyboard
- difficulty setting for beatmap note density
abraker

dudehacker wrote:

Update Log: March 18, 2016
- 10k-18k support for coop play
I want to see an 18k liveplay so bad now
Topic Starter
Drum-Hitnormal

abraker wrote:

dudehacker wrote:

Update Log: March 18, 2016
- 10k-18k support for coop play
I want to see an 18k liveplay so bad now
u can just convert any midi and watch autoplay lol
abraker
That's not as amazing as seeing an actual human playing it. Hopefully this will allow more maps to practice with.
Topic Starter
Drum-Hitnormal

abraker wrote:

That's not as amazing as seeing an actual human playing it. Hopefully this will allow more maps to practice with.
I dont know anyone who can play 18k lol, Hopefully the person who requested it can play it. i dont want my effort go to waste
ArcherLove
abcdullah can play up to 16K idk 18K haha
PyaKura
This and that are 14K+2 but it should give you an idea of what 16K and beyond look like.
Aqo
why link screen recordings

have some hands



Topic Starter
Drum-Hitnormal
Download link updated on top.

April 3rd, 2016

Bug Fix
1. Fixed window freezing when converting. Progress bar now update properly as the hitsounds are being extracted.
2. Fixed labels for difficulty, key set and max chord not showing when window is first initialized.
3. Completely removed LN from converter, as I haven't made an Overlap Prevention algorithm for LN yet.

New features
1. Now support midi file with 16 instruments in a single track.
2. Added drum kits from Roland GS
https://en.wikipedia.org/wiki/Roland_GS
Topic Starter
Drum-Hitnormal
I will upload new converts to an osu beatmap hosting site. It seems to have unlimited upload and also looks better than a simple file hosting site like puush.
You can get latest maps here:
http://osump.net/user/dudehacker
I will also add 4K to every new convert from now on
Applequestria
I found some of your Automap-chan maps on osu!mp. Totally blown away by the quality of the autoconverts (for 7K anyway, LN suck), good job!

I'll give the .jar converter now :)

Edit: Tried to use the convert some .midi but no files are exported? The .jar file just stops for a second then closes ._.
Aras
Auto Map -> AMA -> Ama-chan? or Acha-chan?
Topic Starter
Drum-Hitnormal

Aras25 wrote:

Auto Map -> AMA -> Ama-chan? or Acha-chan?
idk how u get AMA to Acha , nor what it means lol
KenZ
I have converted some SDVX , IIDX midi 7K

all are KS7-7K except Freedom Dive

5*+

List : http://puu.sh/p53Dm.png

DL: https://www.dropbox.com/sh/xyb2gd6n7l4f ... E0ZRa?dl=0



MIDI Convert.rar = All in one



20 Songs so far :D


===========================================


Reduce keysound size and uploaded to : https://osu.ppy.sh/b/986543&m=3


============================================
Topic Starter
Drum-Hitnormal

Zenonia wrote:

I have converted some SDVX , IIDX midi 7K

all are KS7-7K except Freedom Dive

5*+

List : http://puu.sh/p53Dm.png

DL: https://www.dropbox.com/sh/xyb2gd6n7l4f ... E0ZRa?dl=0

MIDI Convert.rar = All in one
Very nice, i shall try this later, BTW osu!mp is a great site to upload maps compared to dropbox
Full Tablet
The application crashes (closes itself without any error message) after opening the MID file if "keyCount" in config.properties is bigger than "maxChord" (It is possible to have set the maxCord value higher than the keycount by using the program normally, for example, setting the maxChord to 6 while converting a 5k+Coop=10k map).

Related to the previous issue, in the settings window, you can't set the maxChord variable higher than the keyCount set when the window was created.
Topic Starter
Drum-Hitnormal

Full Tablet wrote:

The application crashes (closes itself without any error message) after opening the MID file if "keyCount" in config.properties is bigger than "maxChord" (It is possible to have set the maxCord value higher than the keycount by using the program normally, for example, setting the maxChord to 6 while converting a 5k+Coop=10k map).

Related to the previous issue, in the settings window, you can't set the maxChord variable higher than the keyCount set when the window was created.
Very good point, I will try fix this asap, thank you for feedback

Edit: fixed the problem and updated GUI for more responsible value display while you drag the slider around. Also using google drive instead of puush
Omgforz
For some reason converts are speeding up to 150 bpm after 16,5 seconds (or a 16500 offset) after the first timing point in the map seen in multiple maps even though the original midi bpm file stays the same.

Checked with a song which start off as 120 bpm and then changes to 180 bpm but ends up looking like this http://puu.sh/p7RN1/78a0871f44.png (which also happens to other songs)

Really dig the program so far, thanks a lot.
Topic Starter
Drum-Hitnormal

Omgforz wrote:

For some reason converts are speeding up to 150 bpm after 16,5 seconds (or a 16500 offset) after the first timing point in the map seen in multiple maps even though the original midi bpm file stays the same.

Checked with a song which start off as 120 bpm and then changes to 180 bpm but ends up looking like this http://puu.sh/p7RN1/78a0871f44.png (which also happens to other songs)

Really dig the program so far, thanks a lot.
ya sorry i was working on my own beatmap with 4 custom bpm setting and forgot to turn it off when i released new version of Automap-chan. i released the fixed version few hours later. i guess u were lucky to get the bad one lol. redownload and it should work. if not let me know i fix it tonight.

thx for making more keysound map for this community. send me a link when u done.
Omgforz
Alright, I've been playing around and testing the program quite a lot in the past few days.

A minor thing is that it might be useful for the purpose of testing settings to include a button which sets all unselected tracks to sample or hitsounds, because on songs with 10 tracks or more I found myself clicking quite a bunch when creating lots of difficulties to see its results (for trying out tracks + difficulty settings to get a good difficulty curve going). Even something as simple as having a hotkey for assigning a track to hitsounds or sample would be good enough. (like pressing on a track and just hitting h or s)

Notes which are short feel like they're on for a bit longer than expected after exporting hitsounds, causing the string instruments to overlap and sound bad. ( https://www.youtube.com/watch?v=7XN0hFtrITQ ) midi in question: http://puu.sh/pkCVV/5913366e5b.mid (this also happens in other midis though)

Also, is there an easy way to put all the hitsounds into a sub-folder without having to rename all the paths? Would be handy for a mapset with different midis.


That's pretty much all I've got for now, really appreciate the work you've put into this.
Topic Starter
Drum-Hitnormal

Omgforz wrote:

Alright, I've been playing around and testing the program quite a lot in the past few days.

A minor thing is that it might be useful for the purpose of testing settings to include a button which sets all unselected tracks to sample or hitsounds, because on songs with 10 tracks or more I found myself clicking quite a bunch when creating lots of difficulties to see its results (for trying out tracks + difficulty settings to get a good difficulty curve going). Even something as simple as having a hotkey for assigning a track to hitsounds or sample would be good enough. (like pressing on a track and just hitting h or s)

Notes which are short feel like they're on for a bit longer than expected after exporting hitsounds, causing the string instruments to overlap and sound bad. ( https://www.youtube.com/watch?v=7XN0hFtrITQ ) midi in question: http://puu.sh/pkCVV/5913366e5b.mid (this also happens in other midis though)


That's pretty much all I've got for now, really appreciate the work you've put into this.
1. sure I will add 2 button to set all tracks to sample/hit object, and 2 other buttons to set all unselected track to sample/hit object, and 1 more button to unselect all selected sample/hit object

2. this was intended since most converts are done in piano, and it sounds better when a short sound is longer, also its purpose is to reduce number of hit sound produced. For example, for note of same pitch, a 1/8 or 1/16 beat note will be using the 1/4 beat hit sound to save space. I'm not sure how bad this sounds for a string instrument, I will try to to allow user to enable/disable this function depending on the instrument

Omgforz wrote:

Also, is there an easy way to put all the hitsounds into a sub-folder without having to rename all the paths? Would be handy for a mapset with different midis.
Sorry can you please elaborate on this? I don't understand what you trying to say.

I will try finish the changes this week, if not, next week latest.
Omgforz
Thanks for the quick answer.

On the point of having hitsounds in sub-folders i meant having the extracted keysounds in folders in the main song folder so the .wav files aren't all just jumbling around in the main folder next to the .osu files. I thought that if you have multiple midis with extracted keysounds some files might overlap'n stuff, also it looks a lot neater that way.

Though, with that being said I just tried and tested the import of samples and it seems like they automatically get added to the main folder, so I'm not even sure anymore if this is possible because osu might not like relative paths into sub-folders for imported samples. (isn't important anyway, was just an extremely minor thing)

And that opt-out feature will help a lot, a few songs sound incredibly bad to the point that the overlapping strings overpower every single other instrument. The one I showed was quite tame in comparison. But I see the idea of saving space makes sense, having multiple lengths for one pitch would increase the filesize by a bit.
Topic Starter
Drum-Hitnormal

Omgforz wrote:

Thanks for the quick answer.

On the point of having hitsounds in sub-folders i meant having the extracted keysounds in folders in the main song folder so the .wav files aren't all just jumbling around in the main folder next to the .osu files. I thought that if you have multiple midis with extracted keysounds some files might overlap'n stuff, also it looks a lot neater that way.

Though, with that being said I just tried and tested the import of samples and it seems like they automatically get added to the main folder, so I'm not even sure anymore if this is possible because osu might not like relative paths into sub-folders for imported samples. (isn't important anyway, was just an extremely minor thing)

And that opt-out feature will help a lot, a few songs sound incredibly bad to the point that the overlapping strings overpower every single other instrument. The one I showed was quite tame in comparison. But I see the idea of saving space makes sense, having multiple lengths for one pitch would increase the filesize by a bit.
Ah I see what you meant, u wanted all hit sounds to be saved in a sub folders under osu/songs/your song folder/hitsounds-song1/
osu/songs/your song folder/hitsounds-song2/
etc

In case you have hit sounds from multiple midi in the same folder, each hitsound is named after the instrument, pitch and duration. Unless your songs have a very big difference in bpm then overlapping would be good since it can save space. Since a 1/4 note in 60 bpm is not equal to a 1/4 note in 200 bpm, in that case overlapping is bad.

Speaking of overlapping you actually reminded me that big bpm change could occur within a song. So i need prevent overlap even for just 1 song by adding bpm into the hit sound name.
So it would look like this: instrumentID_bpm_pitch_duration.wav.
If overlap occurs, then it would only save u space since the sound would be identical.

yes finding that osu file within tons of hitsound could be annoying but that is osu limitation, i cant do anything about that. CTRL+F and proper naming would help a bit.

btw if you have good hearing, would u mind testing the difference of 1. using blank mp3 or 2. setting the audioInfo as : virtual in osu file (what Im doing currently)
in either case the hitsound are the same, its just to see how osu reacts to having mp3 or not in the beatmap.
Omgforz
Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual
Topic Starter
Drum-Hitnormal

Omgforz wrote:

Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual
thanks for testing. not having mp3 saves a lot of space so thats good to hear
KenZ

dudehacker wrote:

Omgforz wrote:

Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual
thanks for testing. not having mp3 saves a lot of space so thats good to hear
try 8kbps mp3 lol
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