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Customizable hitsound layering per timing section

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Total Posts
28
This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +0
Topic Starter
Zekira
I think I've requested something similar before (not sure), but it's simply that. Some songs just sound better with hitsounds not layering over each other (like the Taiko skin).
mm201
Make it a checkbox for each timing section.

Four cheers on one override? I'm in. +1 support.
Echo
If you don't need more than 3 different hitsounds, just use a blank normal/soft-hitnormal.wav?
Topic Starter
Zekira
@above: I'm specifically trying to make a TaikOsu without having to force the Taiko skin.
mattyu007
So what I'm getting is you want to map a TaikOsu map, have the taiko sounds for your beatmap, without forcing the taiko skin? Strange...
LuigiHann

mattyu007 wrote:

So what I'm getting is you want to map a TaikOsu map, have the taiko sounds for your beatmap, without forcing the taiko skin? Strange...
It's not strange, it's cool
mm201

Echo wrote:

If you don't need more than 3 different hitsounds, just use a blank normal/soft-hitnormal.wav?
That's a pretty big if.
Topic Starter
Zekira
Bumping since I really wanna use something like this ._.
LuigiHann
I definitely support this. Would make a nice little checkbox in the "Audio" tab
Topic Starter
Zekira
This map has been deleted on the request of its creator. It is no longer available.
mm201
Or a superset of this request--let us disable Hitnormal on individual hit objects.

(But require that at least one hitsound be used on a given note.)
Topic Starter
Zekira

MetalMario201 wrote:

Or a superset of this request--let us disable Hitnormal on individual hit objects.

(But require that at least one hitsound be used on a given note.)
This can also work!
Topic Starter
Zekira
Bump plz...

I can pretty much use this in like, almost every map that I have :/

Also the main reason why I don't use Normal hitsounds often is because of always hearing HitNormal everytime lol
Derekku
Pretty much what MM's last post said. ;p

+support 4 u
RandomJibberish
supportsupportsupport
Sallad4ever
Great idea :)

Love to see this implemented so +1 support
Verdisphena
Omg
Support *-*
Topic Starter
Zekira
Needs more support T_T
rust45
I can see many ways this can useful, considering the normal hitsounds do get annoying.
Topic Starter
Zekira
Devs, we need your input :<
mm201
Seems most logical to make this a hitsound flag. How it should interact with the existing LayeredHitSounds value is something of a mystery.
Topic Starter
Zekira
I'm not sure how to word it though...
Card N'FoRcE
I needed this on my Okami map, and i had to use a blank hit-normal.
I was sorry at screwing up Taiko conversion, but i had no other choice :(

So yeah, definitely support.
mm201
Here's what I've come up with:
- Hitnormal is a controllable hitsound. (Its bit is flipped so that in all existing maps, it will be on for all objects.)
- LayeredHitSounds simply force-disables hitnormal.
- If an object would otherwise have no hitsounds, hitnormal is force-enabled.
Items towards the bottom of the list have priority.

The only thing left to figure out is the UI. I'm contemplating moving non-object-properties (grid snap, distance snap, lock) to the left side. Possibly just lock since no one uses it. :P
peppy
Still not sure I support this, but I won't stop you. Implementation sounds fine.
Topic Starter
Zekira
Good luck with it guy/s~
Ekaru

MetalMario201 wrote:

Possibly just lock since no one uses it. :P
I do. This is because I am incompetent and sometimes accidentally grab slider nodes and move them when trying to place a hitsound. I'm fine with you moving it, though. Good luck with this!
Topic Starter
Zekira
I suddenly remembered this thread again while writing the concept for a map on Patapon 2's credits song, lol
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