First, this is dedicated to every awesome mapper that use hitsound on their map.
and this current topic might be ONLY limited to osu!mania atm.
( later if in the future , they will completely makes this works for slider as well >>> p/3329393#p3329393 )
What i want to request is something like this :
I cant say how much it will helps us, but it will really really helps all mapper that use hitsound, especially in consistency and our time.
Like me...that will hitsound my map with piano, violin , drum and all. Multiply it by each dif and 3min duration
Blocko, that will hitsound 6 minute long map to all dif. Multiply it by lots of dif as well and many more of us.
-This works different with Hitsound Copier T^T
-if only using custom hitsound with this tool, its flawless, i can ensure you
and this current topic might be ONLY limited to osu!mania atm.
( later if in the future , they will completely makes this works for slider as well >>> p/3329393#p3329393 )
What i want to request is something like this :
What is that and how it works :
Add to HChart :
a function to add "Selected custom hitsound with volume setted and current offset" to the Hitsound Chart.
Hitsound Chart :
a list of the hitsound ON specific offset. ( contains configurable data : offset with volume and custom hitsound / default )
This List on the right should have 5 button and no COPY paste should work on them to prevent 1ms issue.
which is Delete, Save, Load, Close and EXECUTE.
because osu format is like : Hitsound Type,Sampleset(Auto),Additional(Auto),Custom Set number,Volume
most of them are "0" because of default, default means it will be under the influence of Timing Setting.
I represent all of mania mapper that works really hard for hitsound, to wish this will be added.Add to HChart :
a function to add "Selected custom hitsound with volume setted and current offset" to the Hitsound Chart.
Hitsound Chart :
a list of the hitsound ON specific offset. ( contains configurable data : offset with volume and custom hitsound / default )
This List on the right should have 5 button and no COPY paste should work on them to prevent 1ms issue.
which is Delete, Save, Load, Close and EXECUTE.
- While for EXECUTE :
- it will hitsound EVERY single note on each offset listed on this chart.
- there can be more than 2 hitsound on the same offset.
Ex : 00:26:803 - LR_CymbalSQR.wav 40% volume , 00:26:803 - LR_BassKickDR.wav 80% volume.
IF there is only 1 note at 00:26:803 -, it will hitsound it with LR_CymbalSQR.wav with 40% volume.
and then program will automatically add LR_BassKickDR.wav 80% vol to Storyboard Sample Sound.
IF there are 3 note at 00:26:803 -, it will hitsound the first note with LR_CymbalSQR.wav with 40% volume while
the 2nd and 3rd note get LR_BassKickDR.wav 40% splitting volume to each note
IF there is no note, all the hitsound should be sent to the background Storyboard Sample Sound. - this Chart can be used TO ALL dif... so yes, make the hitsound list manually, and then let the program hitsound it.
for pure 100% consistency, and no missing hitsound as this often is the main reason why mapper stop hitsounding.
- As for :
- Delete : it will deleted the only selected offset on the list ( supports multiple select )
- Save : hope this chart's data can be saved into some format.
( could be use for modding and hitsound check for modder and stuff like a reference for GDers or else. ) - Load : yeah, save load is 2 in one feature ^^
- Close : Destruction button OwO
because osu format is like : Hitsound Type,Sampleset(Auto),Additional(Auto),Custom Set number,Volume
most of them are "0" because of default, default means it will be under the influence of Timing Setting.
I cant say how much it will helps us, but it will really really helps all mapper that use hitsound, especially in consistency and our time.
Like me...that will hitsound my map with piano, violin , drum and all. Multiply it by each dif and 3min duration
Blocko, that will hitsound 6 minute long map to all dif. Multiply it by lots of dif as well and many more of us.
Why do we need it? :
Save lots of time on hitsounding while this works quite different from hitsound copier and flawless ( if only using custom hitsound )
For example hitsounding piano key with drum at the same offset, applying this on easier dif is not an easy task.
A little careless and the mapper might missed it, or even using wrong pitch , inconsistent volume and stuff.
Another main reason is of course the List can be used to hitsound all dif with the same used hitsound.
Important that this List can be easily configure before applying to the other dif, changing the hitsound, volume,
adding more, or stuff, unlike Hitsound Copier.
Save lots of time on hitsounding while this works quite different from hitsound copier and flawless ( if only using custom hitsound )
For example hitsounding piano key with drum at the same offset, applying this on easier dif is not an easy task.
A little careless and the mapper might missed it, or even using wrong pitch , inconsistent volume and stuff.
Another main reason is of course the List can be used to hitsound all dif with the same used hitsound.
Important that this List can be easily configure before applying to the other dif, changing the hitsound, volume,
adding more, or stuff, unlike Hitsound Copier.
Discussion about implementation
i can suggest something like saving the format into *.txt or maybe name it *.osh
or just simply add it on *.osu under :
Where 180000,8(HitsoundType=Clap),3(Sampleset=Drum),2,(Additional=Soft)0(CustomSet=Default),0(Volume=Default) is additional/optional feature, this will also helps people that use sampleset.
this is one is quite optional... but really hope it will get the implementation as well....
Since there are 2 problem...
if the list have 2 clap, and there is only 1 note at that time, it will add 1 clap and missing clap??
this one is almost impossible to be add to Storyboard Sample Sound, and
if the list have 1 clap 1 finish, while only 1 note exist, the program can add both in single note easily.
but what IF there are 3 note? 1 note will have missing hitsound since it cant be divided... but this one doesnt really a problem
if the mapper is not a perfectionist and im sure mapper can at least do something for this by their own later.
In my point of view as programmer , the main function won't really be that hard to be added on sample import function.
There are lots of awesome programmer like Damnae who makes KeysoundSplitter that almost works like this but not close.
Roxas and deadbeat who makes Hitsound Copier concept but its flawed to be used if the mapper aim for perfect hitsound.
Not to mention every awesome people on Tech Support and Dev Team ^^
Sadly i can't help on this because im not an expert with C# , and i will mostly make a new program(.exe) instead of something inside osu like improved version of sample import like the purpose of this thread, sry i cant help T^T
or just simply add it on *.osu under :
[HitObjects]
[HitsoundChart]
60000,"LR_KB.wav",60
120000,"C5.wav",99
180000,8,3,2,0,0
Where 180000,8(HitsoundType=Clap),3(Sampleset=Drum),2,(Additional=Soft)0(CustomSet=Default),0(Volume=Default) is additional/optional feature, this will also helps people that use sampleset.
this is one is quite optional... but really hope it will get the implementation as well....
Since there are 2 problem...
if the list have 2 clap, and there is only 1 note at that time, it will add 1 clap and missing clap??
this one is almost impossible to be add to Storyboard Sample Sound, and
if the list have 1 clap 1 finish, while only 1 note exist, the program can add both in single note easily.
but what IF there are 3 note? 1 note will have missing hitsound since it cant be divided... but this one doesnt really a problem
if the mapper is not a perfectionist and im sure mapper can at least do something for this by their own later.
In my point of view as programmer , the main function won't really be that hard to be added on sample import function.
There are lots of awesome programmer like Damnae who makes KeysoundSplitter that almost works like this but not close.
Roxas and deadbeat who makes Hitsound Copier concept but its flawed to be used if the mapper aim for perfect hitsound.
Not to mention every awesome people on Tech Support and Dev Team ^^
Sadly i can't help on this because im not an expert with C# , and i will mostly make a new program(.exe) instead of something inside osu like improved version of sample import like the purpose of this thread, sry i cant help T^T
Future Feature For Ferfection ^^
Note : Future Feature ( Optional for now ) :
It can read all hitsound value from one dif, into a whole HitsoundChart
including the value of Sampleset , and Additional value, volume , and stuff.
additional method or button, to add ( Clap, Whistle, Finish , ALong with Sampleset & Additional Setting Value ) to HitsoundChart.
yeap, this will like mostly aim for STD and CTB mapper. OR just ignore this if the above feature is done, so that the mapper mapped it on each note and slider and let the program read it from the note and add it to the list so that this list can be used for other dif as well.
Yeah, i can say this one is quite complex for STD and CTB, imagine like getting the hitsound value from 3rd of repeat slider and then when its executed, imagine on that offset , its currently the 7th of repeat slider, adding or changing the value will really need some serious editing.
Well that's it ^^ since im all-rounder mapper, i will give full attention to other mode as well even this tool is currently heavily aimed only for osu!mania
It can read all hitsound value from one dif, into a whole HitsoundChart
including the value of Sampleset , and Additional value, volume , and stuff.
additional method or button, to add ( Clap, Whistle, Finish , ALong with Sampleset & Additional Setting Value ) to HitsoundChart.
yeap, this will like mostly aim for STD and CTB mapper. OR just ignore this if the above feature is done, so that the mapper mapped it on each note and slider and let the program read it from the note and add it to the list so that this list can be used for other dif as well.
Yeah, i can say this one is quite complex for STD and CTB, imagine like getting the hitsound value from 3rd of repeat slider and then when its executed, imagine on that offset , its currently the 7th of repeat slider, adding or changing the value will really need some serious editing.
Well that's it ^^ since im all-rounder mapper, i will give full attention to other mode as well even this tool is currently heavily aimed only for osu!mania
-This works different with Hitsound Copier T^T
-if only using custom hitsound with this tool, its flawless, i can ensure you