(中文投票翻译见最后。)
We already have a discussion on silent hitsound usage on Ranking Criteria forum.
The post is at t/127565&start=0
As the quick closing of this post, we have figured out that we should firstly discuss it in more general public.
A quick walkthrough of the post:
Since Osu! Is in an accompanying-music fashion, and osu!mania, on the opposite, is a music-playing fashion. We mania mappers don't want such unsuitable and low-quality “regular hitsounds” to be forcefully taken place in our mania-specific maps because of that difference. They will either use full customized hitsound or use silent hitsound(But can't due to rules). And you can’t set converted maps as an example to support a necessity to hitsounds. Many players and mappers have already stated that they don’t want default hitsound, so why it’s a bad idea to allow silent hitsound?
(For some further discussion on this topic, look at the post or just read on.)
A great deal of o!m maps are going to have completely customized hitsound. They already throw away these default hitsounds, instead, they use hundreds or even thousands of different instrumental sounds to FORM the music. If you missed a note, it represents nothing like in standard osu where you still hear the complete song but without a clap. You just won’t HEAR THAT SOUND. This is actually the situation of hitsound used in o!m. The first ranked song by DJPOP is a good example, where many drum hits are separated from the original song and in preview you just can’t hear them(Oh yeah this is another problem but it's out of this thread's scope.)
This kind of map(I’m going to call that key-sounded maps later) is always greatly appreciated, but because you’ll have to de-compose the song in order to do that, this is not suitable, or to say, possible, to every song, especially for these anime Ops(Actually for nearly every vocal songs, unless you get an off-vocal non-less version, and even that you can’t get really good quality map.) and is costly. So many mappers considered made an imitation: You hit the song as if you play the song in key-sounded maps. And this is where no-key-sounded maps come into place.
Following is part of a message I sent to staff:
...Actually forbidding silent hitsound DO discourage mappers. Why? This reflect difference between these game modes.
You may know "hitsounding", which refers to "keysounding" in mania community, actually is FAR more important than what you may imagine. We put "A note is a sound" in heart, and are willing to make a full-key-sounded "super-elaborate" maps. But unfortunately as I stated above, we do have many music that are going to be no-key-sounded. These songs are "a note as an imitation sound" but "a note as a clap". Music is imagined to be played by your hits on the notes. This is why osu! Standard hitsounding technique is not suitable in osu!mania. In osu!, mappers give player extra feedbacks and accompany with music by giving extra sound other than the music itself. But in osu!mania, we do not “give them extra feedback” – either we make the song itself feedback(For example, you missed a note representing a piano sound “Do”, and the song flows without “Do”.), or to make imagination that you have played. And when mappers consider making a map in osu!mania, they either make a full-key-sounded map with fully customized hitsound sets, or just want to silent them away, but NOT the low-quality-looking default hitsound in osu!mania playing style, which does nothing with the music itself. We are just not too lazy to put these default hitsound “randomly” on the map – we feel that unsuitable. That’s why.
And you may wonder that “Why Converted maps can have well-done hitsounds when your specific map can’t?” OK, you may have found the difference between these 2 modes had even affected getting notes from music(I don’t know whether this should be called snapping). Woc2006 made a fantastic approach even compared to other (worldwide) attempts on converting rhythm beats to osu!mania maps. But why the community still complain about the poor quality of converted maps? That’s just because different note-getting method. Osu! Is a single soundtrack game, means that you can’t place 2 note at the same time. But osu!mania is not. In osu!mania gameplay, many maps provide variety of instrumental tracks (For example, Piano, drum, bass at the same time). For osu! Mostly Catch the Beat, claps are OK to them. As converted maps sincerely follows the osu! Original map, claps are fairly OK to them(Oh yeah, there are still a great deal of problem, but not revelance) But since you may already observed the difference on flow of notes presenting, putting a clap on a 1/4 piano rhythm part is NOT suitable for osu!mania. What’s more, a great deal of 1/8, even 1/16 streams presenting things completely different from drums (such as bass, electro sound, etc) may be found in hardcore maps. It’s pretty weird if you try to mark them with hitsound, and in osu! You even don’t allow 1/16 notes taking place.
I have a great deal of examples of maps with better quality when you make hitsounds silent or almost unhearable, such as:
https://osu.ppy.sh/s/83592 This is a pretty good song only looking at everything except its hitsound. With these “soft” hitsound using on piano 1/4 stream notes, hitsound cover the music itself. What’s more, 1/4 soft sound connected each other together, resulting in a flood of loudiness and nonsense, ruining the great piano music.
https://osu.ppy.sh/s/85585 After we have pointed out hitsound rule issues he immediately made that not audible. (You may also try to turn hitsound to 100% in editor and to hear the terrible effect.)
https://osu.ppy.sh/s/73068 This one haven’t go through the stage of hitsound. (The author may have not taken care of that.) You may hear the horrible non-stopping 1/4 stream clap sound when opening SFX
http://osu.ppy.sh/forum/t/106186/start=15 This is a ranked map. The author has no hitsound in the beginning, but as woc pointed out that hitsounds must be existed to be ranked, he/she added it. And you now can get the poor experience on the middle part of the song!
…And much,much more. If you want more examples, contact me later or just find a bunch of superhard maps. I’ll have to point out that many maps want to be ranked is forced to be hitsounded, whatever the author thought. So that wouldn’t be a necessary condition to support your reason as the community “needed” the hitsound.
What do you think?
以下是翻译:
你认为无K音图的hitsound最多允许hitsound静音到何种程度?
完全静音化(如5%vol)使得不论默认还是换皮肤都无声;
仅默认静音(如空wav)使得默认无声,但是换皮肤有声;
不允许,保持原状,必须有听得见的默认clap soft之类的声音。
We already have a discussion on silent hitsound usage on Ranking Criteria forum.
The post is at t/127565&start=0
As the quick closing of this post, we have figured out that we should firstly discuss it in more general public.
A quick walkthrough of the post:
Since Osu! Is in an accompanying-music fashion, and osu!mania, on the opposite, is a music-playing fashion. We mania mappers don't want such unsuitable and low-quality “regular hitsounds” to be forcefully taken place in our mania-specific maps because of that difference. They will either use full customized hitsound or use silent hitsound(But can't due to rules). And you can’t set converted maps as an example to support a necessity to hitsounds. Many players and mappers have already stated that they don’t want default hitsound, so why it’s a bad idea to allow silent hitsound?
(For some further discussion on this topic, look at the post or just read on.)
A great deal of o!m maps are going to have completely customized hitsound. They already throw away these default hitsounds, instead, they use hundreds or even thousands of different instrumental sounds to FORM the music. If you missed a note, it represents nothing like in standard osu where you still hear the complete song but without a clap. You just won’t HEAR THAT SOUND. This is actually the situation of hitsound used in o!m. The first ranked song by DJPOP is a good example, where many drum hits are separated from the original song and in preview you just can’t hear them(Oh yeah this is another problem but it's out of this thread's scope.)
This kind of map(I’m going to call that key-sounded maps later) is always greatly appreciated, but because you’ll have to de-compose the song in order to do that, this is not suitable, or to say, possible, to every song, especially for these anime Ops(Actually for nearly every vocal songs, unless you get an off-vocal non-less version, and even that you can’t get really good quality map.) and is costly. So many mappers considered made an imitation: You hit the song as if you play the song in key-sounded maps. And this is where no-key-sounded maps come into place.
Following is part of a message I sent to staff:
...Actually forbidding silent hitsound DO discourage mappers. Why? This reflect difference between these game modes.
You may know "hitsounding", which refers to "keysounding" in mania community, actually is FAR more important than what you may imagine. We put "A note is a sound" in heart, and are willing to make a full-key-sounded "super-elaborate" maps. But unfortunately as I stated above, we do have many music that are going to be no-key-sounded. These songs are "a note as an imitation sound" but "a note as a clap". Music is imagined to be played by your hits on the notes. This is why osu! Standard hitsounding technique is not suitable in osu!mania. In osu!, mappers give player extra feedbacks and accompany with music by giving extra sound other than the music itself. But in osu!mania, we do not “give them extra feedback” – either we make the song itself feedback(For example, you missed a note representing a piano sound “Do”, and the song flows without “Do”.), or to make imagination that you have played. And when mappers consider making a map in osu!mania, they either make a full-key-sounded map with fully customized hitsound sets, or just want to silent them away, but NOT the low-quality-looking default hitsound in osu!mania playing style, which does nothing with the music itself. We are just not too lazy to put these default hitsound “randomly” on the map – we feel that unsuitable. That’s why.
And you may wonder that “Why Converted maps can have well-done hitsounds when your specific map can’t?” OK, you may have found the difference between these 2 modes had even affected getting notes from music(I don’t know whether this should be called snapping). Woc2006 made a fantastic approach even compared to other (worldwide) attempts on converting rhythm beats to osu!mania maps. But why the community still complain about the poor quality of converted maps? That’s just because different note-getting method. Osu! Is a single soundtrack game, means that you can’t place 2 note at the same time. But osu!mania is not. In osu!mania gameplay, many maps provide variety of instrumental tracks (For example, Piano, drum, bass at the same time). For osu! Mostly Catch the Beat, claps are OK to them. As converted maps sincerely follows the osu! Original map, claps are fairly OK to them(Oh yeah, there are still a great deal of problem, but not revelance) But since you may already observed the difference on flow of notes presenting, putting a clap on a 1/4 piano rhythm part is NOT suitable for osu!mania. What’s more, a great deal of 1/8, even 1/16 streams presenting things completely different from drums (such as bass, electro sound, etc) may be found in hardcore maps. It’s pretty weird if you try to mark them with hitsound, and in osu! You even don’t allow 1/16 notes taking place.
I have a great deal of examples of maps with better quality when you make hitsounds silent or almost unhearable, such as:
https://osu.ppy.sh/s/83592 This is a pretty good song only looking at everything except its hitsound. With these “soft” hitsound using on piano 1/4 stream notes, hitsound cover the music itself. What’s more, 1/4 soft sound connected each other together, resulting in a flood of loudiness and nonsense, ruining the great piano music.
https://osu.ppy.sh/s/85585 After we have pointed out hitsound rule issues he immediately made that not audible. (You may also try to turn hitsound to 100% in editor and to hear the terrible effect.)
https://osu.ppy.sh/s/73068 This one haven’t go through the stage of hitsound. (The author may have not taken care of that.) You may hear the horrible non-stopping 1/4 stream clap sound when opening SFX
http://osu.ppy.sh/forum/t/106186/start=15 This is a ranked map. The author has no hitsound in the beginning, but as woc pointed out that hitsounds must be existed to be ranked, he/she added it. And you now can get the poor experience on the middle part of the song!
…And much,much more. If you want more examples, contact me later or just find a bunch of superhard maps. I’ll have to point out that many maps want to be ranked is forced to be hitsounded, whatever the author thought. So that wouldn’t be a necessary condition to support your reason as the community “needed” the hitsound.
What do you think?
以下是翻译:
你认为无K音图的hitsound最多允许hitsound静音到何种程度?
完全静音化(如5%vol)使得不论默认还是换皮肤都无声;
仅默认静音(如空wav)使得默认无声,但是换皮肤有声;
不允许,保持原状,必须有听得见的默认clap soft之类的声音。