Active hitsounds serve a baseline role of auditory feedback for players to indicate they are clicking objects on time, however quiet hitsounds used intentionally and purposefully could be allowed so long they do not hinder gameplay significantly. One such case was discussed recently on this mapset, which constitutes as a potential violation of RC rules with their current wording
This map includes several 1/8 buzz sliders with hitsound volume starting at 10% and gradually building up to match the song's intensity. In my opinion it is justified due to being held for an extended period and building up to a clearly audible level within 100 miliseconds, well shorter than the average reaction time to auditory stimuli (examples [source 1] [source 2])
As of today, the rules in ranking criteria for all modes state:
...as well as a repeat in the osu! specific ranking criteria:
My proposal is to rewrite both rules mentioned so that active hitsounds are not enforced for every single clickable part of an object in a map and only the specifications of hitsounds' audio peaks and file format are left, while moving the osu! specific rule mentioned to general guidelines. This might be written as follows:
(The latter only mentions potential cases in osu! standard since I am not in a position to speak for the other gamemodes)
This map includes several 1/8 buzz sliders with hitsound volume starting at 10% and gradually building up to match the song's intensity. In my opinion it is justified due to being held for an extended period and building up to a clearly audible level within 100 miliseconds, well shorter than the average reaction time to auditory stimuli (examples [source 1] [source 2])
As of today, the rules in ranking criteria for all modes state:
- All clicked parts of objects must have at least one hitsound which both...
- ...has a clear impact, whose peak is delayed no more than 5 milliseconds.
normal-hitfinish.wav
from the default skin is exempt from this. - ...uses the uncompressed WAV
(.wav)
or Ogg Vorbis(.ogg)
file format. MP3 should not be used here as it is inherently delayed. - This ensures instant audible feedback when clicking objects, synchronising with the song in a way that enables players to determine how early or late they are clicking. [...]
- ...has a clear impact, whose peak is delayed no more than 5 milliseconds.
- Hitsounds must be audible. Their purpose is to provide feedback, so hitsounds with extremely low volume or samples that blend with a song's samples are unacceptable. Specific game modes list exceptions to this rule on their respective ranking criteria.
...as well as a repeat in the osu! specific ranking criteria:
- All actively clicked parts of objects must have at least one audible hitsound that does not blend with the song. Players do not receive enough feedback otherwise. Using keysounds as hitnormals without other distinct additional hitsounds, for example, is not allowed.
Suggested solution
My proposal is to rewrite both rules mentioned so that active hitsounds are not enforced for every single clickable part of an object in a map and only the specifications of hitsounds' audio peaks and file format are left, while moving the osu! specific rule mentioned to general guidelines. This might be written as follows:
Ranking Criteria - Audio Rules
- All active hitsounds used in a map must both...
- ...have a clear impact, whose peak is delayed no more than 5 milliseconds.
normal-hitfinish.wav
from the default skin is exempt from this. - ...use the uncompressed WAV
(.wav)
or Ogg Vorbis(.ogg)
file format. MP3 should not be used here as it is inherently delayed. - This ensures instant audible feedback when clicking objects, synchronising with the song in a way that enables players to determine how early or late they are clicking. [...]
- ...have a clear impact, whose peak is delayed no more than 5 milliseconds.
osu! Ranking Criteria - General Guidelines
- All clicked parts of objects should have at least one audible hitsound that does not blend with the song. Players may not receive enough feedback otherwise. This includes, for example, using keysounds as hitnormals without other distinct additional hitsounds. However, cases where lack of audible active hitsound feedback has negligible impact on gameplay, such as overmapped rapid doubles (aka "doubletaps"; eg. 1/16 snapping) or head of a kickslider/buzzslider hitsounded on other parts, may be allowed.
(The latter only mentions potential cases in osu! standard since I am not in a position to speak for the other gamemodes)