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.