forum

Lift the beatmap size limit

posted
Total Posts
16
This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +0
Topic Starter
xxbidiao
Since you may have noticed that osu!mania maps are sometimes using full customized hitsounds, hitsound themselves cost up to 15M (or even more, which should be per-song considered.) And with per-diff BGM, the size is inevitably larger than common osu! maps. So I made this feature request to ask for a lift in beatmap size limit to something like 30M or 40M.
deadbeat
15MB for hitsound files. what...
i can just tell that this won't end well
benguin
Perhaps the OP isn't serious about the request and is instead using it's creation to promote the fact that o!m maps should be allowed to have silent hitsounds since otherwise you get issues like these as well as other issues that arise?
peppy
hitsounds should not be 15mb.
TheAussie
no way hitsounds can be 15 MB unless they go for like... 30 seconds each.. and i doubt they do..
whymeman
15 MB for hitsounds....? I've only seen them go up to about 100 KB average. Either you're trying to add every single hitsound created into one map which is already excessive, or the compression for the hitsound files was done poorly.
benguin
It seems the people in this thread don't understand quality o!m hitsounding. The fact that o!m is the only mode that allows hitting more than one hitobject at time also changes how hitsounds should and need to be taken care of. So we have people that call o!m mappers "lazy" for not wanting to create and manage the hitsounds in their maps even though it's a lot of work and then we have people complaining that the hitsound sizes are too much for the o!m mappers that actually take the initiative to make quality maps. Well, it's not fair to be upset at o!m mappers no matter what they do so either you ditch the idea that every note must be hitsounded in o!m or you extend the beatmap file size limit. Personally, I think the former is more reasonable.
blissfulyoshi
First, show me a decent map (I don't care the type) that effectively uses 15mb of hitsounds, and then I might stop looking at this in a negative light. Also, using 320k for hitsounds saves a fair amount of space in comparison to .wav and for most people, sounds the same.
benguin
I'm just playing some devil's advocate because I understand the point the OP is trying to make. Anyways, I'm sure xxbidiao can provide us with a map or two that utilizes such hitsounds.
Full Tablet

blissfulyoshi wrote:

First, show me a decent map (I don't care the type) that effectively uses 15mb of hitsounds, and then I might stop looking at this in a negative light. Also, using 320k for hitsounds saves a fair amount of space in comparison to .wav and for most people, sounds the same.
But .mp3 files have a delay when playing. That's why you use .wav files for skins.
Instead of using .mp3, you could try using 8-bit depth and 16KHz sample rate for .wav files (and only increase it a bit in case it sounds bad).
Topic Starter
xxbidiao

benguin wrote:

Perhaps the OP isn't serious about the request and is instead using it's creation to promote the fact that o!m maps should be allowed to have silent hitsounds since otherwise you get issues like these as well as other issues that arise?
No I'm serious about this issue and it does nothing with silent hitsounding.

In my song t/131375 There are up to 15M of hitsound. I tried to compress them to 320k but it sounds extremely bad and save little space (Nearly 20%). And its playtime is only 128 second. (Something noticeable is that I have not make BGM yet - every diff would have its BGM making the size even larger.) I have already tried hard to make it fit the size limit.

I don't know how we treat these marathon songs. But I believe that with a 6 minute full-hitsounded o!m map (That does exist and there are a great number!) it's not possible to fit into 24M limit even with 128k bit-rate hitsound. (and without video)

I have mentioned another important aspect of why file size is effectively big in o!m. Because of weakness in preview music, we have to make a different BGM FOR EACH DIFF. Examples are DJPop's song smooooch, where 15M of BGM is used. That would easily make the file size extremely big for o!m, or you may just hear nothing on background.
-----

xxbidiao wrote:

benguin wrote:

Perhaps the OP isn't serious about the request and is instead using it's creation to promote the fact that o!m maps should be allowed to have silent hitsounds since otherwise you get issues like these as well as other issues that arise?
No I'm serious about this issue and it does nothing with silent hitsounding.

In my song t/131375 There are up to 15M of hitsound. I tried to compress them to 320k but it sounds extremely bad and save little space (Nearly 20%). And its playtime is only 128 second. (Something noticeable is that I have not make BGM yet - every diff would have its BGM making the size even larger.) I have already tried hard to make it fit the size limit.

I don't know how we treat these marathon songs. But I believe that with a 6 minute full-hitsounded o!m map (That does exist and there are a great number!) it's not possible to fit into 24M limit even with 128k bit-rate hitsound. (and without video)

I have mentioned another important aspect of why file size is effectively big in o!m. Because of weakness in preview music, we have to make a different BGM FOR EACH DIFF. Examples are DJPop's song smooooch, where 15M of BGM is used. That would easily make the file size extremely big for o!m, or you may just hear nothing on background.
lol...I'm not famliar with mania maps, but what you should request is an additional layer of hitsound track that plays or mutes alongside with the map music depending on you play the notes correctly or you missed them right? 15MB of hitsound alone sounds like a pretty weird concept...
peppy
those larger wavs need to be converted to 192kbit mp3. if that breaks timing, then report as a bug.
wavs should only be used for very short sounds.
Topic Starter
xxbidiao

peppy wrote:

those larger wavs need to be converted to 192kbit mp3. if that breaks timing, then report as a bug.
wavs should only be used for very short sounds.
I have mentioned in my post that:
(1) However you convert them to mp3 (Actually, ogg) the size limit is still too low unless you want something unacceptable like 64kbits.
(2) A problem on preview prevent us from slimming our beatmap size.

That's the key problem.

Actually I was wondering if this could took place:
"If your beatmap size is larger than 24M, contact a moderator (MAT/GMT/whatsoever) for help to upload your map."
Rakuen
Hi,

hmm not really suggest to rise it, will kill lots of space

You can try to lower or raise the voice, even a bit might help, adjust gain or use amplify
Convert to 128 kbps / 192 kbps, mp3 / wav

If the sound breaks, you can try to extend the file for eg.
1.5 sec hitsound to 2 sec, with 0.5 extra silence.

hope it helps :3
Topic Starter
xxbidiao

DEAncientNaga wrote:

Hi,

hmm not really suggest to rise it, will kill lots of space

You can try to lower or raise the voice, even a bit might help, adjust gain or use amplify
Convert to 128 kbps / 192 kbps, mp3 / wav

If the sound breaks, you can try to extend the file for eg.
1.5 sec hitsound to 2 sec, with 0.5 extra silence.

hope it helps :3
Actually I have mentioned in my post, for an well-done fully-customized keysounded o!m map, only with per-diff BGM and converted hitsound things goes out of control.
Please sign in to reply.

New reply