hitsound assistance ordinary ver:
Before reading the following, keep in mind that making gorgeous hitsounds has never been an easy task. This might take you massive of time to understand my whole design and my logic.I hope this could help you not only with this map, but mapping style/hitsound concept for the future.
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first of all, DL this
puush and uncompress the .rar. You'll get an .osz file and all hitsound elements I used. (Mention that remove your own hitsound files while checking mine in case corruption)
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My logic here is quite clear: soft-hitxxx1~4.wav, every one of them has corresponding sound in the osu! editor(and the corresponding use). We generally divide this set of hitsounds into several groups in musicology: kick, snare, hit-hat and crash. This is the list:
kick: soft-hitclap3, soft-hitclap4, soft-hitwhistle, soft-hitwhistle2
snare: soft-hitclap, soft-hitclap2, soft-hitfinish3, soft-hitfinish4
hit-hat: soft-hitwhistle3, soft-hitwhistle4
crash: soft-hitfinish, soft-hitfinish2
For example: 00:00:678 (1) - On this circle, Swhistle1 and Sfinish1 were set and you can hear a kick&crash sound. So you can check the list and get known how to adjust your diffs.
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Of course all of the above are just basis of the mod. In this section I will tell you what hitsound should be placed at a time point in the editor, how to make hitsound interesting and details about volume.
00:00:678 (1) - to 00:09:405 (43) - This is the intro part of the song. For emphasizing the contrast, I'd like to have a relatively quiet intro. So I only used kicks on every white tick and crashes on every long white tick, along with a few snares. Note that snares are the key point for the intro part. You'd place some snares where are not monotonous and can attract people's interests. Therefore, 00:07:632 (33) - snares like this on blue tick is always a good choice.
Then, I used two symphonic crashes on 00:08:314 (37,43) -, which are really different with the previous ones I used. *Here comes the contrast*. 1 tip here: the 1st crash should have lower volume than the 2nd one. People's ears are always interested in gradual changes on volume. Same reason for 00:08:859 (39,40,41,42) - I placed kicks on all of them and snares on the last 3, along with another gradual volume changes.
00:04:768 (20) - this kick is placed deliberately. Generally we analyze a song, there are 2~4 parts in it, like A-B-A-C, A-B-C-B-C-D and so on. In each part the rhythm, melody and structures are almost the same, that's said 1 part is generally consists of 4/8/12/16 music bars. Knowing such thing it's natural that you also transfer the way you set hitsound regularly. However in 1 part, you can also do changes, plus most of the changes are placed at the beginning/end of a music bar. 00:04:768 (20) - This note is at the end of the bar, so it sort of decorates the song.(remember don't do such things every music bar, it's not a design then). Actually this is a method never fail. you can also find the arrangement of the two crash sounds. One is very grand and the other one is quite light and exciting. In one word, contrasts and changes every where
00:09:678 (44) - from this part the whistle was used frequently on red and blue ticks, while snare sounds every 1/2 music bar. For this part, you need a very standard 24clap model. Kicks undertake the task to embellish your hitsound. Since the rhythm is dense, place kicks on blue ticks if you like.
00:13:632 (65,66) - I really recommend this design to you. As I've written above. Such a grand crash sound sporadically but regularly placed on long white ticks is good. and a weak kick sound before will out of question enhances the effect.
00:16:767 (81,82,83,84,85,86,87,88,89,90) - Again, some changes at the end of the music bar, you may have also found that this is actually the center of this part
Remember a thing here. Analyze the song's structure is always a good habit. Thus you can arrange large changes and small changes properly. I made a large change here but not every music bar, that's the reason.
00:24:678 (1,2,3,4,5,6,7,8,9) - This is a idealized model. In fact you have to have more notes during this part. But I remove redundant notes here in order to underline the meaning of gradual change(fade-in). I believe no more instruction is needed, you can definitely understand it.
00:26:859 (9) - From here, A new part of the song begins. So new custom snare starts to sound. Other than that, the principle to set hitsound is almost the same. Just utilize your imagination as possible as you can. The more better design, the more fun patterns, the better. You can even pick up a part and put snares on red ticks only and making a reverse effect.
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Basically that's all I was about to say today, I'm worry about that more details would be way overwhelming and destroy your confidence.
I knew you have ability from observing your diffs, so I set such a high standard for you. It's quite easy and simple as long as you got the key point---------systematicness and logic.
Good luck with your map. You can DL full ver of my custom hitsound pack here if you want more custom hitsounds
http://pan.baidu.com/share/link?shareid=463163&uk=137880397Sry there is no time for me to check my grammar and wording. Let me know if you have any inconvenience with reading