Please god no
Hitsoundsing is not based on how the player interacts with the song.ruikoH wrote:
ehh I wasn't thinking about the mapping aspect.. It would just be nice to hear our own fingers instead of hearing sounds whenever there happens to be a note underneath.
Ex. If I hit x, it'll make a sound, and if I hit z, it'll make another!
Sounds nice, but there must be a toggle, and the sound must not replace hitsounds.ruikoH wrote:
Ehh. I thought it would be helpful to make x and z have a different sound as to help with streaming
Usually there are claps/whistles on every 2nd note when it comes to streams, this is precisely to help with streaming.ruikoH wrote:
Ehh. I thought it would be helpful to make x and z have a different sound as to help with streaming
AND, what if your not clicking in-time, you could get the hit-sound and the cursor-sound confused and start really getting your timing wrong.Exa wrote:
Mappers do the work for you
Not everyone hitsounds the same and it also highly depends on what the song provides you with as well.Baraatje123 wrote:
Every 2nd?
Usually 1 every 8 notes, 12 in the case of 1/6, and 16 in the case of a faintdrumroll
Something like this would use close to nothing and definitely wouldn't choke a system. To make it easier, maybe an option to lower the playback quality for just the hitsounds to something like... 16Bits, 96000Hz which would keep CPU load at a minimal still.The Gambler wrote:
Plus it adds a bit of lag for lower-end systems due to more processing power required to play additional note.
Yea, exactly like taiko.The Gambler wrote:
So something like Taiko
I wouldn't know lol I can't map, but it could override the mapset sounds with the two sound files in the skin of the player? Having the mappers alter the sound once more with this feature would be 1. redundant and 2. it might make a feature like this pointless because the main reason I wanted this was so that I could hear my x from my z, and mappers might make the two sounds so similar that I can't tell the difference.The Gambler wrote:
Would be feasible it if were not for the pain it takes to put hitsounds on a map.
Ok if we are going to over-ride the actual hitsounds of the map, then I definitely don't agree with this.ruikoH wrote:
Yea, exactly like taiko.The Gambler wrote:
So something like TaikoI wouldn't know lol I can't map, but it could override the mapset sounds with the two sound files in the skin of the player? Having the mappers alter the sound once more with this feature would be 1. redundant and 2. it might make a feature like this pointless because the main reason I wanted this was so that I could hear my x from my z, and mappers might make the two sounds so similar that I can't tell the difference.The Gambler wrote:
Would be feasible it if were not for the pain it takes to put hitsounds on a map.
Not sure if I understood well but that's still not a good idea. There are people who single tap and people who alternate; there is no reason for these people to play the song differently.Niroe wrote:
Hey, Sorry for my bad english :/
I have an idea, if the mapper decide a sounds for a note like clap, depanding on wich key you hit, it would remain a clap, but it will be differant, like normal-hitclap and normal-hitclap2
For forced hitsounds for the map, it would remain the same with both key
Exa wrote:
There are people who single tap and people who alternate; there is no reason for these people to play the song differently.
I'm saying forced hitsounding could be an option to turn on or off. LOL sorry I've never said I wanted it to be a permanent change, that would destroy the works of like all the mappers ever :c. But yea, it'd be nice to have an option like that.PieInOblivion wrote:
Ok if we are going to over-ride the actual hitsounds of the map, then I definitely don't agree with this.
Then what would be the point :/ For me, I want one of them to sound while the other stays soft so that I know where every eighth note is in a stream. That way I can get better at streaming.Niroe wrote:
it would remain the same with both key