Download: osu!hitSoundManager v0.2
Current State: Experimental v0.2, Last Windows x86 Build 2015-11-16, binary not signed.
Introduction
This is a productivity tool designed for 🎹 osu!mania 🎹.The tool only supports the copying of hitsound file and volume from hit-objects to hit-objects and storyboards.
As we speak, this tool only works for hitsounds attached by "Sample Import". Hitsounds inherited from timing points / whistle / clap / finish have not been treated yet, but will likely be implemented in the next release (v0.3).
Prerequisites
- Missing DLL error occurs when attempting to run the program.
Solution: Approach VCRedist C++ x86 & x64 with AR 9.8 and install the x86 version. - Antivirus says it's a virus!
Solution: owo I need your trust owo... please ignore the warning or white-list the program.
Documentation
Features- This is not a hitsound copier. It is a semi-automatic hitsound mapping tool.
- It should perfectly map all hitsound from source hit objects to your target file.
i.e. the "no source hitsound left behind" policy. - It will distribute volume as fairly as possible for each source hit object, and send the hitsound to storyboard if the target doesn't have a note at the offset.
i.e. this usually happens when mapping from harder diffs to easier diffs, but this tool will prevent hitsound from disappearing when mapping. - The code could be adapted to other game modes if the ending hitsound of the sliders and spinners are correctly dealt with.
♪ Mapping hitsounds from one diff to another ♪
Examples- Hitsound your choice of difficulty (source file) with Sample Import (CTRL+SHIFT+I ) and make sure you saved the file.
In "File » Open *.osu file in notepad", copy the hit objects below section header [HitObjects] to the edit control on the left side.320,192,14083,5,0,0:0:0:50:LR4_KickVTRK.wav
64,192,14294,1,0,0:0:0:66:LR_HiHat SClick 2.wav
448,192,14505,1,0,0:0:0:66:LR_Snare Hit.wav
64,192,14716,1,0,0:0:0:66:LR_HiHat SClick 2.wav
320,192,14928,1,0,0:0:0:50:LR4_KickVTRK.wav - Click Simplify to obtain simplified and edit-friendly version of the hit objects-- this will not affect your .osu file.
- Open any difficulty to be hitsound (target file).
Again, use "File » Open *.osu file in notepad" and copy everything under [HitObjects] to the edit control on the right.192,192,13871,5,0,0:0:0:0
329,192,14083,1,0,0:0:0:0
448,192,14083,1,0,0:0:0:0
64,192,14294,1,0,0:0:0:0
192,192,14400,1,0,0:0:0:0
448,192,14505,1,0,0:0:0:0
192,192,14716,1,0,0:0:0:0
320,192,14928,1,0,0:0:0:0
64,192,15139,1,0,0:0:0:0 - Click on Magicopy.
- Copy hitsounds file to the target file (the second file you open in the notepad or other editing software).
If you see storyboard samples that are generated under the line "//Storyboard Sound Samples" after clicking "Magicopy", paste them under //Storyboard Sound Samples in the target file.
♫ Example 1: 1-to-multiple mapping ♫
Source: The source file at offset 9900 has 1 note with Hitsound1.wav on volume of 32%.
1. Copy the source hit-objects into the "source" edit control and the target hit-objects into the "target" edit control.
2. Click on "Simplify" to remove redundant information from the source hit-objects. Feel free to edit this result.
3. Click on "Magicopy" such that the 3 notes on offset 9900 each receive approximately one-third volume (11%) of the original hitsound (32%) with the hitsound file name intact.
36,192,9900,1,0,0:0:0:32:Hitsound1.wavTarget: The target file at offset 9900 has 3 notes with no hitsound.
36,192,9900,1,0,0:0:0:0:Procedure:
182,192,9900,1,0,0:0:0:0:
475,192,9900,1,0,0:0:0:0:
1. Copy the source hit-objects into the "source" edit control and the target hit-objects into the "target" edit control.
2. Click on "Simplify" to remove redundant information from the source hit-objects. Feel free to edit this result.
3. Click on "Magicopy" such that the 3 notes on offset 9900 each receive approximately one-third volume (11%) of the original hitsound (32%) with the hitsound file name intact.
♫ Example 2: under-determined mapping ♫
Source: The source file at offset 120833 has 2 notes different hitsounds on different volume.
1. Copy source hit-objects into "source" edit control.
2. Click on the "Simplify" button.
3. Copy target hit-objects into "target" edit control.
4. Click on the "Magicopy" button.
Results: The hitsound with higher volume (70%) is mapped on to two hit objects (35% each) while the hitsound with lower volume (50%) is carried to the remaining one.
36,192,120833,1,0,0:0:0:50:BassD.wavTarget: The target file at offset 120833 has 3 notes with no hitsound at offset 120833 and an extra note at offset 120964.
182,192,120833,1,0,0:0:0:70:Hihat.wav
36,192,120833,1,0,0:0:0:0:Procedure:
182,192,120833,1,0,0:0:0:0:
475,192,120833,1,0,0:0:0:0:
475,192,120964,1,0,0:0:0:0:
1. Copy source hit-objects into "source" edit control.
2. Click on the "Simplify" button.
3. Copy target hit-objects into "target" edit control.
4. Click on the "Magicopy" button.
Results: The hitsound with higher volume (70%) is mapped on to two hit objects (35% each) while the hitsound with lower volume (50%) is carried to the remaining one.
♫ Example 3: over-determined mapping ♫
Magicopy can't be more productive...Source: The source file has 3 notes at offset 500 with 3 different hitsounds on various volumes.
1. Copy source hit-objects into "source" edit control.
2. Click on the "Simplify" button.
3. Copy target hit-objects into "target" edit control.
4. Click on the "Magicopy" button.
Results: The hitsound with the highest volume (70%) is mapped with higher priority while the hitsound with lower volumes (40% and 20%) are reformatted as storyboard events. The two non-hitsound notes in the target file are copied as-is.
36,192,500,1,0,0:0:0:20:hitsound-meow.mp3Target: The target file has only 1 note at 500 offset and two other notes on other times.
109,192,500,1,0,0:0:0:40:trololol.wav
414,192,500,1,0,0:0:0:70:Hitsound3.wav
36,192,500,1,0,0:0:0:0:Procedure:
182,192,9900,1,0,0:0:0:0:
475,192,120000,1,0,0:0:0:0:
1. Copy source hit-objects into "source" edit control.
2. Click on the "Simplify" button.
3. Copy target hit-objects into "target" edit control.
4. Click on the "Magicopy" button.
Results: The hitsound with the highest volume (70%) is mapped with higher priority while the hitsound with lower volumes (40% and 20%) are reformatted as storyboard events. The two non-hitsound notes in the target file are copied as-is.
♫ Click here to see how this tool has helped mappers! (Feb 18, 2016 update) ♫
- (FrenzyLi) Gakuen Seikatsu Bu - Friend Shitai ( 🎹 WIP )
Hitsounder: LordRaika (starts a new diff [Hitsound])
MagiCopier: FrenzyLi (copies all hitsounds into 4 diffs in less than 2 minutes)
Note: Timing point hitsound is set to custom set #92 to provide hitsound for notes that aren't provided a sample-import hitsound.
------------------------------------------------------------ - (Rivals_7) Mimori Suzuko - Yumemiru! Shinjiru! Mirai Kanaete! ( 🎹 Pending )
Hitsounder: LordRaika (15 minutes listening repeatly, 10 minutes selecting hitsounds, 3 hours making hitsound diff)
MagiCopier: LordRaika (3 minutes to map the sample import hitsounds to all difficulties)
Note: Even if the map is modded, the hitsound can be reapplied anytime using the osu!HitsoundManager.
------------------------------------------------------------ - (Jepetski) xi - Blue Zenith ( 🎹 Pending )
Hitsounder: FrenzyLi (30 minutes isolating bass kick from song, 1 hour finding good piano pitch, 3 hours making hitsound diff)
MagiCopier: Jepetski (10 minute copy)
Note: Verifying what hitsounding tool is used. Entry could be removed if MagiCopy is not used.
Known Issues
♬ none ♬\[;w;]/
Additional Information
📕 Version History 📕
v0.2 - Minor Release - Bug Fix
- Bug fix for file names with white spaces.
- Keeping hitsounded target hit-objects intact after "Magicopy".
- Corrected the syntax for outputting osu spinners (which are osu!mania sliders) in the target edit control.
- Corrected "[Hit Objects]" to "[HitObjects]".
- The "Magicopy" build.