Like in the title, i think it would render better to have the pitch of the song modified instead of the speed.
Let me know what do you think. /
Let me know what do you think. /
It is not possible to both maintain the original pitch and have smooth audio at the same time, you either pick one or the other. Pitch shift is miles better as it makes it a lot easier to determine pitch and incorrect snaps, I seriously don't know what valid argument could be brought up to keep it the way it is right now.abraker wrote:
No, but changing the pitch on any speed would be helpful. Also the editor needs to have smooth playback on slower speeds. Mapping to crackled audio is hard at times when there is a lot going on.
Read Halogen-'s post. Have you tried slowing down the pitch of a song? There's no difference in pitch. There are mappers with absolute (or relative) pitch who can prove this.baraatje123 wrote:
Back to my point for Taiko mappers
This should never happen
It makes distinguishing little different pitches near impossible
Note: I do not know how to call the pitch of a music, so I just use random numberRead Halogen-'s post. Slowed down or not the root note will be the same, and the differences in pitch between notes will be the same. The difference in pitch doesn't change because of the song is slowed down, it just lowers the octave of the music. Listening to it on a lower speed will make the music a lower octave and unarguably easier to catch pitch differences slowed down. Slowing down the track while keeping the pitch creates distortion and other unnecessary artifacts that create unnecessary clutter and difficulty.
Let's say, the pitch of a low tuned note is 80, a high tuned note is 100
Has a difference of 20, so good to distinguish
If you then play at 25%, the pitch will also be 25%
80 becomes 20, 100 becomes 25
Now there is only 5 difference, which is really low, and it's really hard to find out whether it's high or low
Since it goes too fast at 100%, even at 50%, most people use 25% to do this
Also, it would just sound terrible if you use it to check a map/modCompletely subjective and irrelevant to the topic. Please stop.
I strongly disagree with this, and I'll try to do as much to ever prevent this from happening
Then why not just have it as a toggled option? That way, everyone can be happy.baraatje123 wrote:
But still, it'll sound terrible, and it'll be annoying as heck for modders (and probably almost all mappers)
How did you do it?abraker wrote:
Jeez the one without the pitch shift is crap. What did you use?
This is how it is supposed to sound like and this is the action osu is missing (25% speed of original):
http://a.pomf.se/arjbxp.webm
- Taiko is nowhere near as pitch-intensive as osu!mania; if mapping for pitch is improved in osu!mania, it will most certainly be improved in Taikobaraatje123 wrote:
Back to my point for Taiko mappers
This should never happen
It makes distinguishing little different pitches near impossible
Note: I do not know how to call the pitch of a music, so I just use random number
Let's say, the pitch of a low tuned note is 80, a high tuned note is 100
Has a difference of 20, so good to distinguish
If you then play at 25%, the pitch will also be 25%
80 becomes 20, 100 becomes 25
Now there is only 5 difference, which is really low, and it's really hard to find out whether it's high or low
Since it goes too fast at 100%, even at 50%, most people use 25% to do this
Also, it would just sound terrible if you use it to check a map/mod
I strongly disagree with this, and I'll try to do as much to ever prevent this from happening
Let's say, the pitch of a low tuned note is 80, a high tuned note is 100This does not work at all in practice. You cannot arbitrarily say that a note is tuned at X frequency because musical notes have fixed and finite frequencies which increase by a multiple of 2. Additionally, numerical difference in frequencies are not directly correlative in difficulty to separate reasonable tones -- it will be equally easy to discern a 7th octave A at 3520 hz and 7th octave A# at 3729 hz (difference: 209 hz) as it will be to discern a 3rd octave A at 220 hz and 3rd octave A# at 233.1 Hz (difference: 13.1 hz, or < 1/10 the previous difference). Because your argument relies on the "separation" of "note tuning" and doesn't account for no difficulty change in discerning notes within audibility, it's completely invalid.
Has a difference of 20, so good to distinguish
If you then play at 25%, the pitch will also be 25%
80 becomes 20, 100 becomes 25
Now there is only 5 difference, which is really low, and it's really hard to find out whether it's high or low
Since it goes too fast at 100%, even at 50%, most people use 25% to do this
Thanks for replying, but there was absolutely no need to go into my incorrect point of view, which I already knew was incorrect due to others.Halogen- wrote:
going to bump because this is a feature that needs to happen, it will benefit all mappers It does not. How will it help people when they are strongly annoyed by it? Yeah, it does not
also going to shoot down the below post, because if you're going to have a negative reason for something, you need to make sure you're right:- Taiko is nowhere near as pitch-intensive as osu!mania; if mapping for pitch is improved in osu!mania, it will most certainly be improved in Taiko Seriously? I honestly never knew that. Good to know thobaraatje123 wrote:
Back to my point for Taiko mappers
This should never happen
<<Some tekst which was incorrect>>
Also, it would just sound terrible if you use it to check a map/mod
I strongly disagree with this, and I'll try to do as much to ever prevent this from happening
- You absolutely should not be advocating against this idea when those in support of it actually have musical ears/backgrounds and understand differences in tonality and you admit that you don't at least know how to "call the pitch of a number".
I already said I made a mistake, because I thought (due to personal experience with Audacity, which then apparently didn't raise percentally, like I thought it did, as when I hightened pitch, it SEEMED that the higher pitched notes were much higher then the lower pitched note, then they were before, but I guess that only seemed so. Due to that, I thought this was the case. Also, I DO know "how to call the pitch of a number", which is hz, but I do NOT know what values are appropriate for music, which is why I said that, and used completely random values<<Some tekst which was incorrect>>This does not work at all in practice. You cannot arbitrarily say that a note is tuned at X frequency because musical notes have fixed and finite frequencies which increase by a multiple of 2. Additionally, numerical difference in frequencies are not directly correlative in difficulty to separate reasonable tones -- it will be equally easy to discern a 7th octave A at 3520 hz and 7th octave A# at 3729 hz (difference: 209 hz) as it will be to discern a 3rd octave A at 220 hz and 3rd octave A# at 233.1 Hz (difference: 13.1 hz, or < 1/10 the previous difference). Because your argument relies on the "separation" of "note tuning" and doesn't account for no difficulty change in discerning notes within audibility, it's completely invalid. I know already because Shoegazer explained That I should read you previous post, which I before my post didn't honestly read completely, only skimmed Also, these numbers nearly give me a headache, which such big numbers >_<holiday is bad for the brains xD
Well, we're not speaking about full octaves here.baraatje123 wrote:
post
You... What ? No offence but it's as though you didn't read anything of what's been posted before.lolcubes wrote:
The function of the 25/50/75% playback is for the mapper to notice certain music elements better and to get a better timing/synchronization. Pitch change can only make that more difficult. If you need a pitch change to map something, you are probably not doing it right.
This is exactly what's wrong. If you need pitch adjustment to hear a sound you either have a very terrible sound equipment or that sound probably shouldn't be mapped cause you don't hear it normally.PyaKura wrote:
While I do agree that altering pitch makes songs sound horrible it does help to notice some beats and sounds which you'd miss at normal pitch.
How is that not an issue? It's making things difficult to pretty much everyone except for you in this case.Since you don't even care about others, why should everyone care about this then?PyaKura wrote:
This is not an issue as the result will be heard and played at 100% speed so I couldn't care less.
I don't think the purpose of using a pitch-changing playback speed algorithm is helping notice sounds a mapper otherwise wouldn't hear.lolcubes wrote:
This is exactly what's wrong. If you need pitch adjustment to hear a sound you either have a very terrible sound equipment or that sound probably shouldn't be mapped cause you don't hear it normally.PyaKura wrote:
While I do agree that altering pitch makes songs sound horrible it does help to notice some beats and sounds which you'd miss at normal pitch.
I agree. While not a taiko player, in mania you have to respond to the tiniest elements within music from around 4.7 stars and up. Degrading that element, whatever it may be, that is 100ms or so in length to utter crap is just not right.BilliumMoto wrote:
You're right, it's much less important for ctb and standard to follow the music's rhythm very accurately, but that's no reason to make Taiko and Mania mappers suffer.
Thank you, I mean -- it's nice to see someone who is an active QAT for the part of the game that requires the most detail in beatmapping in support of this idea. It's equally as important to realize that there are multiple proficient users, including Starry-, who again, is a QAT who are having to utilize external tools.Starry- wrote:
I'm still supporting this as it will be a huge help to a majority of mania mappers. I shouldn't be having to switch to audacity to slow a part of an mp3 down using pitch shift just to hear it's snap. And no, in mania you are required to have the right snap on anything when mapping - you aren't overmapping at all by doing so.
I honestly don't see what the fuss is with everyone saying they hate the song when slowed down in pitch shift. If necessary a toggle can be added but 'listening to nice music when trying to find correct snaps' should be the least of your concerns when making a beatmap. It's quite a shame people are using this reason for the basis of their argument against this feature request.