Cra Dow wrote:
Duration of 2 I see. So that is why notes sound weird in the custom hitsound version...
If the objects are less in the osu map will the hitsound of the missing notes be played while playing? like the ratio is not one note per hitsound after convertion, if in the original song there are chords of 8 notes and I convert to chords of 3 notes the hitsounding will be 3 hitsounds on each of 2 objects and 2 for the remaining one?
Edit: I tested that out and the hitsounds are being played in the back ground so there is no missing sound.
Thanks for your all your help again
Lets say your midi has pitch A3, but this note has duration of 1/2 beat, 1/4 beat and 1/8 beat throughout the song.
Using custom hitsound: you have 2 hitsound for A3, 1/4 and 1/8 will use the same hitsound (A3S_s.wav), and 1/2 will use the long duration hitsound (A3S.wav). Anything faster than 1/4 will use 1/4 hitsound, and anything slower will use the longer duration one.
Using Automap-chan generated hitsound: you will have 3 hitsound for A3, one for each duration.
So if you song has note that is like 6 beat long, dont use custom hitsound, it will sound very off.
You have a setting called Max Chord, so the chord size will never exceed that, any extra note gets send to StoryBoard (Press TAB key in osu editor to see it), so you wont get missing sound.
You may have silent note if you song has a note that is out of range of the available notes in the Grand Piano custom hitsound folder.
Example, you song has a note of pitch A9, but the custom hitsound folder only contains A2 to A8. Simply turn off custom hitsound if that happens. OR you can create the missing hitsound using your own midi editor programs.