I procrastinate so much that the map is already ready for rank and I'm here like, "have a hitsound check"
Basically, if there's two samples of the same type on two different notes, you can just add their volumes together and apply it to one note only, which means you have another note that's unhitsounded, and from there you can move any storyboarded hitsounds onto said note. The opposite applies too, if you have unhitsounded notes, it's a good idea to assign as many SBed samples onto the notes. Anyways, some of the notes like 05:26:404 (326404|1) - had claps applied to them, but if I think the way it works is that if there's an imported sample already assigned to the note, the editor claps/whistles/finishes won't play. That's why I suggested you combine a lot of the samples onto one note in order to use SBed samples as little as possible.
I have no idea if what I wrote above makes sense cause im too lazy to proofread. Anyways, best of luck, and happy new years too!
oops
[General]
Quick note and I'm sure you probably already know this, but just in case, know that you can view storyboarded samples by pressing tab while in the compose tab of the editor to get stuff like this
These are samples that will play even if the player fails to hit the note at the same place the sample is, and this gets disorienting for players who play with hitsounds cause idk, they just missed a note and stuff yet the sample plays. What's life?
00:28:320 - Why not just add a grace note here and put 0:28:320 LR_Clap hollow echo.wav@44% on the note instead of leaving it storyboarded in?
00:33:279 LR_Kick Beat 2.wav@100%
00:33:779 LR_Kick Beat 2.wav@100%
00:34:279 LR_Kick Beat 2.wav@100% - Bring all these samples from the storyboard and assign them to two notes by splitting their volume (so 50% on each note to get 100%) 00:33:279 (33279|1,33279|5,33779|5,33779|0,34279|1,34279|5) -
00:34:654 LR_Kick Beat 2.wav@100%
00:34:654 LR_Snare Hat 2.wav@50%
00:34:779 LR_Snare Hat 2.wav@75%
00:34:779 LR_Kick Beat 2.wav@100%
00:34:904 LR_Snare Hat 2.wav@100%
00:34:904 LR_Kick Beat 2.wav@100% - Apply all these hitsounds to 00:34:654 (34654|5,34654|6,34779|1,34779|2,34904|2,34904|1) - . No need to split sample volume since it's already that way in the storyboard.
00:50:654 - Could probably add a note here and move 0:50:654 LR3_AGG C6.wav@28% from the storyboard to a note.
00:53:945 - Similar to the above, in order to move 0:53:945 LR3_AGG F5.wav@45% to a note. Also, grace notes and poly rhythms are 10/10 so idk.
01:00:529 LR_Drum Barrel Finish.wav@22% - Move this from the storyboard onto 01:00:529 (60529|2) -
01:01:529 LR_Kick Drum Fast.wav@78%
01:01:529 LR_Drum Barrel Finish.wav@22%
01:01:779 LR_Clap hollow echo.wav@50%
01:01:779 LR_Snare Fast.wav@50% - 01:01:529 - 01:01:779 - Eh, dunno about playability, but if it's not too much trouble, it'd probably be best to add jumps at these places in order to put SBed samples onto an actual note.
01:09:529 - Add LR_Kick Drum Fast.wav@78% and LR_Drum Barrel Finish.wav@22% to the storyboard to be consistent with the above listed points.
01:15:029 - Pretty similar to what I've been mentioning earlier about adding notes and assigning the SBed sample to it.
02:00:029 (120029|5,120029|1) - If you removed the hitsounds from either of these LNs and just doubled the other's hitsounds, you could move one of the SBed samples onto a note.
02:03:529 (123529|0) - Similar to above, readd the same sample to this LN but at 75% volume and remove the SBed sample
02:39:279 (159279|5) - Readd the sample but at 36% and remove the SBed sample in the same place.
02:40:279 (160279|5,160279|2) - Combine HS volume and move one of the SBed samples onto whichever note is now lacking a hitsound
02:48:279 (168279|2,168279|4) - Combine HS volume and move SBed samples to a note
05:05:529 (305529|2,305529|4) - Combine HS vol and all that jazz
05:20:404 (320404|1,320404|0) - Combine and bring 5:20:404 LR_Clap kick.wav@41% onto a note.
05:21:404 (321404|3,321404|4) - Combine and assign 5:21:404 LR_Clap kick.wav@41% to a note.
05:22:404 (322404|3,322404|0) - Combine and add 5:22:404 LR_Clap kick.wav@41% to a note.
05:23:154 LR_Clap Kick Fast Low Beat.wav@41% - Remove this from the storyboard and just add it to 05:23:154 (323154|5) - 's volume.
05:23:779 (323779|0,323779|2) - Combine the hitsound volumes together and move 5:23:779 LR_Clap Kick Fast Low Beat.wav@41% onto 05:23:779 (323779|1) - since they're the same sample.
- LR_Clap Kick Fast Low Beat is a pretty big file when it doesn't need to be. I've compressed it for you here http://puu.sh/t76y5.wav
- LR_Hit Snare Soft has some silence at the end of it, but it's pretty short and doesn't matter than much. Fix here though if there's a hitsound nazi out there somewhere http://puu.sh/t76Jm.wav
- LR_Kick Loud Bass Drop is unnecessarily large. Compressed http://puu.sh/t76Q4.wav
- Silence at the end of LR_Kick Low Strong Beat. Fix here http://puu.sh/t76Vo.wav
- Compressed LR3_FX LRGP for you (saves 200kb, great right?) http://puu.sh/t7738.wav
- More compressed files! LR3_GrowlBassDFM
- There's so many hitsounds and I'm hoping I haven't screwed up the naming in any of them like LR3_GrowlLRVD
- compression intensifies for LR3_GrowlMBVX
- LR3_GrowlMRFL might be the last one to compress?
- LR3_GrowlWSL, also got compressed, so maybe not.
Quick note and I'm sure you probably already know this, but just in case, know that you can view storyboarded samples by pressing tab while in the compose tab of the editor to get stuff like this
These are samples that will play even if the player fails to hit the note at the same place the sample is, and this gets disorienting for players who play with hitsounds cause idk, they just missed a note and stuff yet the sample plays. What's life?
00:28:320 - Why not just add a grace note here and put 0:28:320 LR_Clap hollow echo.wav@44% on the note instead of leaving it storyboarded in?
00:33:279 LR_Kick Beat 2.wav@100%
00:33:779 LR_Kick Beat 2.wav@100%
00:34:279 LR_Kick Beat 2.wav@100% - Bring all these samples from the storyboard and assign them to two notes by splitting their volume (so 50% on each note to get 100%) 00:33:279 (33279|1,33279|5,33779|5,33779|0,34279|1,34279|5) -
00:34:654 LR_Kick Beat 2.wav@100%
00:34:654 LR_Snare Hat 2.wav@50%
00:34:779 LR_Snare Hat 2.wav@75%
00:34:779 LR_Kick Beat 2.wav@100%
00:34:904 LR_Snare Hat 2.wav@100%
00:34:904 LR_Kick Beat 2.wav@100% - Apply all these hitsounds to 00:34:654 (34654|5,34654|6,34779|1,34779|2,34904|2,34904|1) - . No need to split sample volume since it's already that way in the storyboard.
00:50:654 - Could probably add a note here and move 0:50:654 LR3_AGG C6.wav@28% from the storyboard to a note.
00:53:945 - Similar to the above, in order to move 0:53:945 LR3_AGG F5.wav@45% to a note. Also, grace notes and poly rhythms are 10/10 so idk.
01:00:529 LR_Drum Barrel Finish.wav@22% - Move this from the storyboard onto 01:00:529 (60529|2) -
01:01:529 LR_Kick Drum Fast.wav@78%
01:01:529 LR_Drum Barrel Finish.wav@22%
01:01:779 LR_Clap hollow echo.wav@50%
01:01:779 LR_Snare Fast.wav@50% - 01:01:529 - 01:01:779 - Eh, dunno about playability, but if it's not too much trouble, it'd probably be best to add jumps at these places in order to put SBed samples onto an actual note.
01:09:529 - Add LR_Kick Drum Fast.wav@78% and LR_Drum Barrel Finish.wav@22% to the storyboard to be consistent with the above listed points.
01:15:029 - Pretty similar to what I've been mentioning earlier about adding notes and assigning the SBed sample to it.
02:00:029 (120029|5,120029|1) - If you removed the hitsounds from either of these LNs and just doubled the other's hitsounds, you could move one of the SBed samples onto a note.
02:03:529 (123529|0) - Similar to above, readd the same sample to this LN but at 75% volume and remove the SBed sample
02:39:279 (159279|5) - Readd the sample but at 36% and remove the SBed sample in the same place.
02:40:279 (160279|5,160279|2) - Combine HS volume and move one of the SBed samples onto whichever note is now lacking a hitsound
02:48:279 (168279|2,168279|4) - Combine HS volume and move SBed samples to a note
05:05:529 (305529|2,305529|4) - Combine HS vol and all that jazz
05:20:404 (320404|1,320404|0) - Combine and bring 5:20:404 LR_Clap kick.wav@41% onto a note.
05:21:404 (321404|3,321404|4) - Combine and assign 5:21:404 LR_Clap kick.wav@41% to a note.
05:22:404 (322404|3,322404|0) - Combine and add 5:22:404 LR_Clap kick.wav@41% to a note.
05:23:154 LR_Clap Kick Fast Low Beat.wav@41% - Remove this from the storyboard and just add it to 05:23:154 (323154|5) - 's volume.
05:23:779 (323779|0,323779|2) - Combine the hitsound volumes together and move 5:23:779 LR_Clap Kick Fast Low Beat.wav@41% onto 05:23:779 (323779|1) - since they're the same sample.
Basically, if there's two samples of the same type on two different notes, you can just add their volumes together and apply it to one note only, which means you have another note that's unhitsounded, and from there you can move any storyboarded hitsounds onto said note. The opposite applies too, if you have unhitsounded notes, it's a good idea to assign as many SBed samples onto the notes. Anyways, some of the notes like 05:26:404 (326404|1) - had claps applied to them, but if I think the way it works is that if there's an imported sample already assigned to the note, the editor claps/whistles/finishes won't play. That's why I suggested you combine a lot of the samples onto one note in order to use SBed samples as little as possible.
I have no idea if what I wrote above makes sense cause im too lazy to proofread. Anyways, best of luck, and happy new years too!