going to bump because this is a feature that
needs to happen, it will benefit all mappers
also going to shoot down the below post, because if you're going to have a negative reason for something, you need to make sure you're right:
baraatje123 wrote:
Back to my point for Taiko mappers
This should never happen
It makes distinguishing little different pitches near impossible
Note: I do not know how to call the pitch of a music, so I just use random number
Let's say, the pitch of a low tuned note is 80, a high tuned note is 100
Has a difference of 20, so good to distinguish
If you then play at 25%, the pitch will also be 25%
80 becomes 20, 100 becomes 25
Now there is only 5 difference, which is really low, and it's really hard to find out whether it's high or low
Since it goes too fast at 100%, even at 50%, most people use 25% to do this
Also, it would just sound terrible if you use it to check a map/mod
I strongly disagree with this, and I'll try to do as much to ever prevent this from happening
- Taiko is nowhere near as pitch-intensive as osu!mania; if mapping for pitch is improved in osu!mania, it will most certainly be improved in Taiko
- You absolutely should not be advocating against this idea when those in support of it actually have musical ears/backgrounds and understand differences in tonality and you admit that you don't at least know how to "call the pitch of a number".
Let's say, the pitch of a low tuned note is 80, a high tuned note is 100
Has a difference of 20, so good to distinguish
If you then play at 25%, the pitch will also be 25%
80 becomes 20, 100 becomes 25
Now there is only 5 difference, which is really low, and it's really hard to find out whether it's high or low
Since it goes too fast at 100%, even at 50%, most people use 25% to do this
This does not work at all in practice. You cannot arbitrarily say that a note is tuned at X frequency because musical notes have fixed and finite frequencies which increase by a multiple of 2. Additionally, numerical difference in frequencies are not directly correlative in difficulty to separate reasonable tones -- it will be equally easy to discern a 7th octave A at 3520 hz and 7th octave A# at 3729 hz (difference: 209 hz) as it will be to discern a 3rd octave A at 220 hz and 3rd octave A# at 233.1 Hz (difference: 13.1 hz, or < 1/10 the previous difference). Because your argument relies on the "separation" of "note tuning" and doesn't account for no difficulty change in discerning notes within audibility, it's completely invalid.
To apply your numbers and illustrate how this is erroneous, we'll take two notes: A4 (440 hz) as your "100" and E4 (~330 hz) as 75 and not 80 because no such frequency perfectly aligns on a musical note without the application of fine tuning. If we proportion the speed and tempo reduction by multiplying the percentage of speed reduced by the frequency of a given note, we can prove that the root note of a given melody does not change. For the purpose of this example, we'll do 50% speed. When adjusting linearly, we adjust the frequencies of the given notes by the same speed factor:
50% of 440 = 220 Hz
50% of 330 = 165 Hz
The frequencies of 220 Hz and 165 Hz are 50% of the originals (440 and 330), and these frequencies also represent musical notes themselves: 220 Hz = 3rd octave A, 165 Hz = 3rd octave E.
25% of 440 = 110 Hz
25% of 330 = 82.5 Hz
The frequencies of 110 Hz and 82.5 Hz are 25% of the originals (440 and 330), and 50% of the frequencies before them (220 and 165).
Coincidentally enough, if you were to double the speed of a song (and therefore, double the frequencies of any given note in this suggestion), quick calculation and research will have you know that the root tone of the note is preserved, simply raised an octave. This means that if the speed is increased/decreased by any square of 2, the root note will be preserved, but the note's octave will change. This indicates that the representation of a given melody, within the constraints of osu!'s editor, will be preserved at 25%, 50%, and 100%. Cutting the speed/frequency to 75% will scale the notes to a 7th of the root note (music theory, go look it up).
Application:For the exact purpose of this example, I transcribed a small piece of Soleily's Violet Soul piano breakdown (no grace notes or anything special to ensure that all notes are CLEAR), located at this puush link here:
http://puu.sh/hvEV5/93c957c9cf.mp3 -> the melody is as follows:
Note that the first note of this sequence is F, at the 7th octave --> a frequency of 2794 Hz; we don't need to focus on the rest of the notes because we are going to be scaling ALL notes down by the same proportion. We can apply the same two examples as earlier: cutting the speed/frequency by 25% and 50% for the entire melody.
At a start of 7th octave F, referred to from now as F7 (2794 Hz), the first note's frequencies will be as follows:
- 50% of 2794 Hz = 1397 Hz; the frequency of 1397 Hz is known to be equal to the same musical note identified as F6, or exactly one octave below. If you cut the the tempo and pitch by 50%, the notes used
will be the same as this version, but played 50% slower.
- 25% of 2794 Hz = 698.5 Hz; the frequency of 698.5 Hz is known to be equal to the same musical note identified as F5, or exactly two octaves below the original note, and one octave below the notes resulting in a 50% speed cut. The notes used
will be the same as this version/, but played 25% slower than the original, and 50% slower than the first cut.
I preserved the original speeds to allow for users testing this theory to compare the tonality of the mathematically adjusted version they will inevitably create, just to indicate that there is a difference in pitch. Me preserving original tempo allows me to prove that I already know what the pitches will be after the math is applied.
There is absolutely no reason to keep osu!'s current method of speed reduction, because pitch can be reasonably preserved with this concept iin such a way that pattern construction in pitch-sensitive mapping
will not change because the root notes of the patterns themselves do not change, even though the frequencies do. The octave of given note absolutely does not matter given that there are no game modes were we can facilitate a need to map more than 12 notes relevantly at the same time (there are 12 notes within a given octave of notes).