forum

[F.R] Multiple mp3s in a Set

posted
Total Posts
12
Topic Starter
Charles445
Recently we introduced a rule that restricted sets to a single mp3. This was to fix "unexpected behavior with preview times, metadata, etc.", according to the rules. I assume this is talking about the fact that preview times pretty much don't work with multiple mp3s and that the metadata varies from difficulty to difficulty because of the differing mp3 filename.

Does this break anything else? I haven't seen any of the current multiple mp3 sets breaking anything else other than having an inflated filesize because of all the files. They seem to work online.

I'm wondering because the rule is causing problems in scenarios like mania with keysounded maps. Maps like this use more than one mp3 to lower or raise the amount of instruments in the background music.
The only other way I can think of doing this is by adding more storyboarded sound samples (which is hard to do).

This isn't marked as Rule Change because I honestly don't know if it needs changing.
My question is, are there any other reasons why the rule is here and what do we do about these sets that need to use more than one mp3?
soulfear
Yeah,this one too
http://osu.ppy.sh/b/257525
Keysounded different diff need different bgm mp3s,like BMS
Maiz94

Fear wrote:

Keysounded different diff need different bgm mp3s,like BMS
Not true, BMS doesn't use different BGM MP3s. It uses ogg/wav format and it's easily noticeable when one wav/ogg has longer in time than other oggs/wavs. If it's not, it's just uses its instrumental to create one BGM.

But yeah, I do wonder why this rule has been authorized even though it's just two things that it breaks and nothing else that affects the gameplay.

I do want this rule to be amended because just adding storyboarded sound samples that can't be edited using the built-in Editor and manually adding on Notepad really consumes time and I do believe some mappers including myself do not want this kind of work.
soulfear

ishimaru94 wrote:

Fear wrote:

Keysounded different diff need different bgm mp3s,like BMS
Not true, BMS doesn't use different BGM MP3s. It uses ogg/wav format and it's easily noticeable when one wav/ogg has longer in time than other oggs/wavs. If it's not, it's just uses its instrumental to create one BGM.

But yeah, I do wonder why this rule has been authorized even though it's just two things that it breaks and nothing else that affects the gameplay.

I do want this rule to be amended because just adding storyboarded sound samples that can't be edited using the built-in Editor and manually adding on Notepad really consumes time and I do believe some mappers including myself do not want this kind of work.
SPOILER
Did you really know BMS? :roll:

Or did you really play or have a lot of BMSs?

Those BMS you said are all key BMS,they are just a part of BMS,remenber this

BMS is not like OSU,didn't have any rules,it can be anyway they want it be,don't say no,everything is possible in BMS

If needed, BMS will use a long time mp3/ogg/wav file as BGM till the end of the BMS

I can give you a lot of use different BGM media files BMS if you want lol

Did you really know BOF or BMS?

I have join BOF in 2011

Let me tell you why the BMS you got are all all very short keys BMS,you guy's BMS which DL from BOF event are all Key BMS because that event/IR have a rule:can't use over 1 min(1 min rule is very old in 2009,I think now the rule is 1m30s?or1m50s)media flie,but you can use any media files without join this event,that's the BMS you guys never known

Sorry for my poor English&useless words to the topic,just because someone's reply made me in a bad mood,I can tell you more in Chinese&Japanese

Well,back to the rule
Garven
Yeah, basically it's that multiple mp3s are not supported in-game. You should probably try and push a proposition to support that (for this situation, I think only the preview time thing applies since the meta data would technically be correct for all mp3s in the set and thus not need new entries) and then get the rule adjusted to accommodate the new exception. The tricky thing is getting the mp3 to continue playing from the point the player swaps difficulties - that would call for the exact same timing on each mp3. Maybe it could be relative to the offset on each .osu? I suppose that's a dev thing to consider, but yeah.
Maiz94

Fear wrote:

SPOILER
Did you really know BMS? :roll:

Or did you really play or have a lot of BMSs?

Those BMS you said are all key BMS,they are just a part of BMS,remenber this

BMS is not like OSU,didn't have any rules,it can be anyway they want it be,don't say no,everything is possible in BMS

If needed, BMS will use a long time mp3/ogg/wav file as BGM till the end of the BMS

I can give you a lot of use different BGM media files BMS if you want lol

Did you really know BOF or BMS?

I have join BOF in 2011

Let me tell you why the BMS you got are all all very short keys BMS,you guy's BMS which DL from BOF event are all Key BMS because that event/IR have a rule:can't use over 1 min(1 min rule is very old in 2009,I think now the rule is 1m30s?or1m50s)media flie,but you can use any media files without join this event,that's the BMS you guys never known

Sorry for my poor English&useless words to the topic,just because someone's reply made me in a bad mood,I can tell you more in Chinese&Japanese

Well,back to the rule
No, I wasn't trying to make you angry/bad mood. It's just not so many real composer uses his/her MP3 as his/her own BGM. Plus, I didn't see any of it on BOF series you're argumenting with. I'm sorry that I made you felt like that. Didn't purposedly made you like that.

Anyway, if what Garven said it needs devs to get those MP3s continue playing when swaps difficulties, it wouldn't hard to do. or not?
Lach
Couldn't a temporary workaround be to add both sound files to the same mp3 and make exceptions for keysounded maps to the percentage rule?

That being said...

Charles445 wrote:

The only other way I can think of doing this is by adding more storyboarded sound samples (which is hard to do).
This is how bms works, so perhaps a way to easily place storyboarded samples would be good.
Topic Starter
Charles445

Lach wrote:

Couldn't a temporary workaround be to add both sound files to the same mp3 and make exceptions for keysounded maps to the percentage rule?
That would cause skipping problems (player has to skip the intro to get to the map every time)

Also I was thinking, keysounding would work for BMS songs but I don't think it would work for Sound Voltex based ones.
Maiz94

Lach wrote:

This is how bms works, so perhaps a way to easily place storyboarded samples would be good.
Unfortunately, it just can be moved and delete sb note. Adding a note isn't possible to do.
Roxas

Charles445 wrote:

Also I was thinking, keysounding would work for BMS songs but I don't think it would work for Sound Voltex based ones.
Some mappers like Spy managed at least to put some effects as hitsounds in SDVX maps, but it's reeeally different from multiple mp3s (NOV, ADV, EHX).

Charles445 wrote:

and what do we do about these sets that need to use more than one mp3?
I have your same question... I'd like to have multiple mp3s in this case.
Tear
This rule makes zero sense, a cosmetic client bug shouldn't make maps unrankable. With BMS, merging all background samples into one mp3 can often decrease file size.
Ephemeral
Again, this seems better addressed by a feature request rather than using an RC amendment to provide a band-aid fix to the issue.

Marking as invalid - but only in the sense that it is not for the RC to fix.
Please sign in to reply.

New reply