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Midi to osu!Mania keysound+beatmap converter (Automap-chan)

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KenZ
I have converted some SDVX , IIDX midi 7K

all are KS7-7K except Freedom Dive

5*+

List : http://puu.sh/p53Dm.png

DL: https://www.dropbox.com/sh/xyb2gd6n7l4f ... E0ZRa?dl=0



MIDI Convert.rar = All in one



20 Songs so far :D


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Reduce keysound size and uploaded to : https://osu.ppy.sh/b/986543&m=3


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Topic Starter
dudehacker

Zenonia wrote:

I have converted some SDVX , IIDX midi 7K

all are KS7-7K except Freedom Dive

5*+

List : http://puu.sh/p53Dm.png

DL: https://www.dropbox.com/sh/xyb2gd6n7l4f ... E0ZRa?dl=0

MIDI Convert.rar = All in one
Very nice, i shall try this later, BTW osu!mp is a great site to upload maps compared to dropbox
Full Tablet
The application crashes (closes itself without any error message) after opening the MID file if "keyCount" in config.properties is bigger than "maxChord" (It is possible to have set the maxCord value higher than the keycount by using the program normally, for example, setting the maxChord to 6 while converting a 5k+Coop=10k map).

Related to the previous issue, in the settings window, you can't set the maxChord variable higher than the keyCount set when the window was created.
Topic Starter
dudehacker

Full Tablet wrote:

The application crashes (closes itself without any error message) after opening the MID file if "keyCount" in config.properties is bigger than "maxChord" (It is possible to have set the maxCord value higher than the keycount by using the program normally, for example, setting the maxChord to 6 while converting a 5k+Coop=10k map).

Related to the previous issue, in the settings window, you can't set the maxChord variable higher than the keyCount set when the window was created.
Very good point, I will try fix this asap, thank you for feedback

Edit: fixed the problem and updated GUI for more responsible value display while you drag the slider around. Also using google drive instead of puush
Omgforz
For some reason converts are speeding up to 150 bpm after 16,5 seconds (or a 16500 offset) after the first timing point in the map seen in multiple maps even though the original midi bpm file stays the same.

Checked with a song which start off as 120 bpm and then changes to 180 bpm but ends up looking like this http://puu.sh/p7RN1/78a0871f44.png (which also happens to other songs)

Really dig the program so far, thanks a lot.
Topic Starter
dudehacker

Omgforz wrote:

For some reason converts are speeding up to 150 bpm after 16,5 seconds (or a 16500 offset) after the first timing point in the map seen in multiple maps even though the original midi bpm file stays the same.

Checked with a song which start off as 120 bpm and then changes to 180 bpm but ends up looking like this http://puu.sh/p7RN1/78a0871f44.png (which also happens to other songs)

Really dig the program so far, thanks a lot.
ya sorry i was working on my own beatmap with 4 custom bpm setting and forgot to turn it off when i released new version of Automap-chan. i released the fixed version few hours later. i guess u were lucky to get the bad one lol. redownload and it should work. if not let me know i fix it tonight.

thx for making more keysound map for this community. send me a link when u done.
Omgforz
Alright, I've been playing around and testing the program quite a lot in the past few days.

A minor thing is that it might be useful for the purpose of testing settings to include a button which sets all unselected tracks to sample or hitsounds, because on songs with 10 tracks or more I found myself clicking quite a bunch when creating lots of difficulties to see its results (for trying out tracks + difficulty settings to get a good difficulty curve going). Even something as simple as having a hotkey for assigning a track to hitsounds or sample would be good enough. (like pressing on a track and just hitting h or s)

Notes which are short feel like they're on for a bit longer than expected after exporting hitsounds, causing the string instruments to overlap and sound bad. ( https://www.youtube.com/watch?v=7XN0hFtrITQ ) midi in question: http://puu.sh/pkCVV/5913366e5b.mid (this also happens in other midis though)

Also, is there an easy way to put all the hitsounds into a sub-folder without having to rename all the paths? Would be handy for a mapset with different midis.


That's pretty much all I've got for now, really appreciate the work you've put into this.
Topic Starter
dudehacker

Omgforz wrote:

Alright, I've been playing around and testing the program quite a lot in the past few days.

A minor thing is that it might be useful for the purpose of testing settings to include a button which sets all unselected tracks to sample or hitsounds, because on songs with 10 tracks or more I found myself clicking quite a bunch when creating lots of difficulties to see its results (for trying out tracks + difficulty settings to get a good difficulty curve going). Even something as simple as having a hotkey for assigning a track to hitsounds or sample would be good enough. (like pressing on a track and just hitting h or s)

Notes which are short feel like they're on for a bit longer than expected after exporting hitsounds, causing the string instruments to overlap and sound bad. ( https://www.youtube.com/watch?v=7XN0hFtrITQ ) midi in question: http://puu.sh/pkCVV/5913366e5b.mid (this also happens in other midis though)


That's pretty much all I've got for now, really appreciate the work you've put into this.
1. sure I will add 2 button to set all tracks to sample/hit object, and 2 other buttons to set all unselected track to sample/hit object, and 1 more button to unselect all selected sample/hit object

2. this was intended since most converts are done in piano, and it sounds better when a short sound is longer, also its purpose is to reduce number of hit sound produced. For example, for note of same pitch, a 1/8 or 1/16 beat note will be using the 1/4 beat hit sound to save space. I'm not sure how bad this sounds for a string instrument, I will try to to allow user to enable/disable this function depending on the instrument

Omgforz wrote:

Also, is there an easy way to put all the hitsounds into a sub-folder without having to rename all the paths? Would be handy for a mapset with different midis.
Sorry can you please elaborate on this? I don't understand what you trying to say.

I will try finish the changes this week, if not, next week latest.
Omgforz
Thanks for the quick answer.

On the point of having hitsounds in sub-folders i meant having the extracted keysounds in folders in the main song folder so the .wav files aren't all just jumbling around in the main folder next to the .osu files. I thought that if you have multiple midis with extracted keysounds some files might overlap'n stuff, also it looks a lot neater that way.

Though, with that being said I just tried and tested the import of samples and it seems like they automatically get added to the main folder, so I'm not even sure anymore if this is possible because osu might not like relative paths into sub-folders for imported samples. (isn't important anyway, was just an extremely minor thing)

And that opt-out feature will help a lot, a few songs sound incredibly bad to the point that the overlapping strings overpower every single other instrument. The one I showed was quite tame in comparison. But I see the idea of saving space makes sense, having multiple lengths for one pitch would increase the filesize by a bit.
Topic Starter
dudehacker

Omgforz wrote:

Thanks for the quick answer.

On the point of having hitsounds in sub-folders i meant having the extracted keysounds in folders in the main song folder so the .wav files aren't all just jumbling around in the main folder next to the .osu files. I thought that if you have multiple midis with extracted keysounds some files might overlap'n stuff, also it looks a lot neater that way.

Though, with that being said I just tried and tested the import of samples and it seems like they automatically get added to the main folder, so I'm not even sure anymore if this is possible because osu might not like relative paths into sub-folders for imported samples. (isn't important anyway, was just an extremely minor thing)

And that opt-out feature will help a lot, a few songs sound incredibly bad to the point that the overlapping strings overpower every single other instrument. The one I showed was quite tame in comparison. But I see the idea of saving space makes sense, having multiple lengths for one pitch would increase the filesize by a bit.
Ah I see what you meant, u wanted all hit sounds to be saved in a sub folders under osu/songs/your song folder/hitsounds-song1/
osu/songs/your song folder/hitsounds-song2/
etc

In case you have hit sounds from multiple midi in the same folder, each hitsound is named after the instrument, pitch and duration. Unless your songs have a very big difference in bpm then overlapping would be good since it can save space. Since a 1/4 note in 60 bpm is not equal to a 1/4 note in 200 bpm, in that case overlapping is bad.

Speaking of overlapping you actually reminded me that big bpm change could occur within a song. So i need prevent overlap even for just 1 song by adding bpm into the hit sound name.
So it would look like this: instrumentID_bpm_pitch_duration.wav.
If overlap occurs, then it would only save u space since the sound would be identical.

yes finding that osu file within tons of hitsound could be annoying but that is osu limitation, i cant do anything about that. CTRL+F and proper naming would help a bit.

btw if you have good hearing, would u mind testing the difference of 1. using blank mp3 or 2. setting the audioInfo as : virtual in osu file (what Im doing currently)
in either case the hitsound are the same, its just to see how osu reacts to having mp3 or not in the beatmap.
Omgforz
Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual
Topic Starter
dudehacker

Omgforz wrote:

Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual
thanks for testing. not having mp3 saves a lot of space so thats good to hear
KenZ

dudehacker wrote:

Omgforz wrote:

Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual
thanks for testing. not having mp3 saves a lot of space so thats good to hear
try 8kbps mp3 lol
Aqo
not having an mp3 and using virtual breaks the usage of halftime and doubletime mods. try it.

the hitsound quality ends up being worse on normal speed too, but many people might not realize it if they hadn't heard the alternative.
virtual also breaks the editor, making is very difficult to edit the chart.

the benefits of using a highly compressed empty mp3 far outweigh the disadvantage of having a few more kb on the set
Topic Starter
dudehacker

Aqo wrote:

not having an mp3 and using virtual breaks the usage of halftime and doubletime mods. try it.

the hitsound quality ends up being worse on normal speed too, but many people might not realize it if they hadn't heard the alternative.
virtual also breaks the editor, making is very difficult to edit the chart.

the benefits of using a highly compressed empty mp3 far outweigh the disadvantage of having a few more kb on the set
fine i will put that on my TODO list for next update
Topic Starter
dudehacker
Change log (June 11, 2016):

-Added 5 new buttons to quickly move notes to either sample or hit note track list or clear them all.
-Added option to not merge notes that are shorter than 1/4 notes into 1/4 note.
Here is a demo: http://osump.net/mapsets/575c93780307c26b29415506

Next update:
-option for empty mp3 instead of virtual(no mp3)
-option for using ogg renamed as wav for hit sounds
Omgforz
Tried the new version and it sounds a lot better, but there's a little bug which assigns a hitsound to a note which does not exist in the folder.

Midi in question: http://puu.sh/prsKM/aa029b420a.mid
(tried export with 5k coop + difficulty 4, chord max 3, and all tracks on keysound)
It happens during a multitude of bpm changes, it tries to find this keysound, but it's nowhere to be found. http://puu.sh/prsQV/d03cf776db.png
so it pretty much stays silent. this also happens a few random times in the song (not during bpm changes, but during them you seem to lose most of the notes for some reason)

Keysounds to export were listed as 484, and I can see all 484 .wav files in the folder, so it seems like before exporting is where the problem appears.

Also, when fiddling around I found that perhaps a "mute/unmute all tracks in sample or keysound" button would help out trying to find what you're actually trying to play or not. (sometimes there's lots of bass with various instruments to filter out to not have 6 chords all the time while you still want a high chord number on later sections) That would definitely help out midis with multiple tracks.
Topic Starter
dudehacker

Omgforz wrote:

Tried the new version and it sounds a lot better, but there's a little bug which assigns a hitsound to a note which does not exist in the folder.

Midi in question: http://puu.sh/prsKM/aa029b420a.mid
(tried export with 5k coop + difficulty 4, chord max 3, and all tracks on keysound)
It happens during a multitude of bpm changes, it tries to find this keysound, but it's nowhere to be found. http://puu.sh/prsQV/d03cf776db.png
so it pretty much stays silent. this also happens a few random times in the song (not during bpm changes, but during them you seem to lose most of the notes for some reason)

Keysounds to export were listed as 484, and I can see all 484 .wav files in the folder, so it seems like before exporting is where the problem appears.

Also, when fiddling around I found that perhaps a "mute/unmute all tracks in sample or keysound" button would help out trying to find what you're actually trying to play or not. (sometimes there's lots of bass with various instruments to filter out to not have 6 chords all the time while you still want a high chord number on later sections) That would definitely help out midis with multiple tracks.
Sorry I was kinda busy so I didnt do a lot of testing for the latest release, Thanks for pointing out the bug. I will get it fixed this week.

There is actually a mute and solo button, it applies to the track regardless of you sending it to storyboard or hitnotes. you can also use mute on multiple tracks.
I do not plan to make Automap-chan have a lot of midi editing/playback abilities as this is meant to be a converter not a midi editor.

For more midi playback functionality, you should use a midi editor, Anvil Studio is a free one.
Automap-chan track ID = Anvil Studio channel ID + 1
Topic Starter
dudehacker
Change log (June 14, 2016):

-Fixed bug where notes with same instrument, same pitch, same duration but different bpm would not be extracted properly.
DL: https://drive.google.com/open?id=0B_DjSSnDr_wyRUlkOTYxcFJZWE0


Next update (will start working on it after 1st week of July) :
-option for empty mp3 instead of virtual(no mp3)
-option for using ogg renamed as wav for hit sounds
Topic Starter
dudehacker
Update (July 8, 2016)
-Uploaded source code to Github:
https://github.com/dudehacker/Automap-chan
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