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

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Topic Starter
Drum-Hitnormal

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
Drum-Hitnormal

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
Drum-Hitnormal

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
Drum-Hitnormal

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
Drum-Hitnormal
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
Drum-Hitnormal

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
Drum-Hitnormal
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
Drum-Hitnormal
Update (July 8, 2016)
-Uploaded source code to Github:
https://github.com/dudehacker/Automap-chan
Topic Starter
Drum-Hitnormal
Update (July 11, 2016)
- Added Sort by pitch for each chord in beatmap
- Auto Generate empty mp3 that is same duration as midi
- Convert WAV hit sounds to OGG then renamed as WAV files (Currently mandatory, haven't updated GUI to make it optional)

Demo: http://osump.net/mapsets/578459204903ea4321f667cc
Temporary DL (will update when GUI is updated): https://drive.google.com/open?id=0B_DjSSnDr_wyQy1HRjlWUXFJeDg
Reno-
mmmmmm so much update good to see ;)
Topic Starter
Drum-Hitnormal

Renosoko wrote:

mmmmmm so much update good to see ;)
There are much more to come still, need make my baby grow until I'm satisfied
Topic Starter
Drum-Hitnormal
Update (July 17, 2016)
made another program that allow you to easily copy a foreground hitsounded note to background as sample
DL:https://drive.google.com/open?id=0B_DjSSnDr_wydkRFS2daQnFveWs



Step 1: Click "Import" to choose the beatmap you want to edit, it will be overwritten later
Step 2: Go in Osu Editor and copy the notes you want to send to storyboard/background and paste it in my program, you can have multiple lines
Step 3: Make sure the beatmap is not open in Osu editor, and click "Export" button.

Hope this tool will allow you to easily make more difficulty, using Automap-chan convert as basis.

Will try to combine this with Automap-chan later.
Topic Starter
Drum-Hitnormal
Update (July 28, 2016)
- Fixed LN bug for midi with large resolution
- Fixed WAV->OGG bug, now it is stereo channel

DL: https://drive.google.com/open?id=0B_DjSSnDr_wyS2lpbHpCWFhwa1E
Topic Starter
Drum-Hitnormal
Update (July 30, 2016)
Made a new tool that convert all LN in a map into short notes. It will be same start time, same column, same volume for hit sound.
I shall call it Rice Cooker

DL : https://drive.google.com/open?id=0B_DjSSnDr_wyNlNXZzdTOXc0ZnM

I haven't tested it with other gameplay modes. so only use it for mania.
Topic Starter
Drum-Hitnormal
Updated Dec 7, 2016
-Fixed bug with a 2h long midi causing it to crash.

DL:
https://drive.google.com/file/d/0B_DjSSnDr_wyX3VsRlZDU2E0ajQ/view?usp=sharing
KenZ
did i miss something? // btw can u add your tools at the first page? (rice cooker , import export hitsound) thx <3


no hit object uhh?
Topic Starter
Drum-Hitnormal
Update : Dec 8, 2016
What dec 7 version should have been.

http://puu.sh/sIVuS/1e0e174def.jar
KenZ


seems broken file

but why others not?



midi file : https://drive.google.com/file/d/0ByfyV8 ... J2OE0/view
Topic Starter
Drum-Hitnormal
please send me midi let me dubug
Topic Starter
Drum-Hitnormal
Update: Dec 14 , 2016

Thanks Zenonia for finding a new bug.

The 24 channel midi file your provided had some Channel Volume Change events (with 0 volume) before the Note Off events, so it caused some notes to have 0 volume which is why the hitsound is silent.

DL: https://drive.google.com/open?id=0B_DjSSnDr_wyNzlOczd1WEVvazg
Topic Starter
Drum-Hitnormal
Update: Dec 16, 2016

Fixed mp3 duration bug from Dec 14, 2016 version.

https://drive.google.com/open?id=0B_DjSSnDr_wyLUM0VzR5MDdKSTA
deadbill
duudee this is very nice indeed, i wish i found your thread a long time ago
anyway thanks for sharing :)

edit: welp, I've turned off any antivirus, unblock the security and still crashed.
I'm using Java 8.111, OS win7 x64

midi file: https://drive.google.com/file/d/0ByfyV8 ... dqd2s/view
I really want to play the song on osu :(
Cra Dow
I have been stugling with this for 3 h and I do not get any output... :cry: The program opens I chose the .mid then the second window does not apear it just crashes to me...
Not even sure how to name the .properties file.
Should the .proprieties file be named: f41affba00.properties
or config.properties like you have in github?????
Please help.
Topic Starter
Drum-Hitnormal

Cra Dow wrote:

I have been stugling with this for 3 h and I do not get any output... :cry: The program opens I chose the .mid then the second window does not apear it just crashes to me...
Not even sure how to name the .properties file.
Should the .proprieties file be named: f41affba00.properties
or config.properties like you have in github?????
Please help.
leave it as config.properties.
try a different midi file? its possible that it is not able to parse the file. not all midi file follow same convention.

if that doesnt work , send me ur midi file so i can debug
Cra Dow
Here is a zip file with a video of my desctop while trying to run the program, .mid files, config.properties file and the latest verison of your program that I used to make sure if I did mess up something: https://drive.google.com/open?id=0B_edr ... jduMkVOLWc
Thanks for the support.
Topic Starter
Drum-Hitnormal

Cra Dow wrote:

Here is a zip file with a video of my desctop while trying to run the program, .mid files, config.properties file and the latest verison of your program that I used to make sure if I did mess up something: https://drive.google.com/open?id=0B_edr ... jduMkVOLWc
Thanks for the support.
I was working on an update (see below) and could have compiled the unfinished code by accident, sorry I don't really have a lot of time to do testing and make my program perfect. But I will do my best to fix problems if you find any. I tried making a map with oceanus.mid with new release and it works, haven't checked the other midi files, send me a PM if they dont work.

Updated 21 Jan 2017

Unzip everything before you run. KEEP THE FILES TOGETHER, DON'T MOVE THEM INTO SEPARATE FOLDERS
DOWNLOAD: https://drive.google.com/open?id=0B_DjSSnDr_wyRm1fTzJ3R2gzTE0

- Added error messages so you can debug the common problem of missing files.
- Improved properties file loading/saving logic.
- Support custom hitsound, so you do not need Automap-chan to generate the hitsound files, VERY FAST SPEED TO COPY FILE RATHER THAN CREATING IT.
- You may name the hitsound anything you want, simply configure it in the convert.csv file
This package comes with LordRaika's Grand Piano pack, and names configured as shown in image, note that if your midi contains some pitch not available in his package you will get silence in your song. You should either make that missing file or switch custom hitsound off.
- DO NOT USE CUSTOM HITSOUND IF YOU ARE MAKING A MAP WITH MULTIPLE INSTRUMENTS, IN THAT CASE YOU NEED CONVERT 1 INSTRUMENT AT TIME
- You may add more octave in this convert.csv (B_1 means B-1)
- It is a CSV file, do not save as excel format.
To configure it to use your own hitsound files, LEFT COLUMN IS NAME USED BY AUTOMAP-CHAN (DON'T CHANGE), RIGHT COLUMN IS FOR YOUR CUSTOM HITSOUND NAME


This Short folder is for hitsound of short duration, the main folder contains longer duration hitsounds


no future update planned, too busy right now...
Cra Dow
Not sure where I messed up...
Files and Video: https://drive.google.com/open?id=0B_edr ... 0hSVG5xZGs
If I search for the file folder C:\Windows\System32\null\oceanus_outputs
I get this: "Windows can't find 'C:\Windows\System32\null\oceanus_outputs'. Check the spelling and try again."
Thank you for all your support.
Topic Starter
Drum-Hitnormal

Cra Dow wrote:

Not sure where I messed up...
Files and Video: https://drive.google.com/open?id=0B_edr ... 0hSVG5xZGs
If I search for the file folder C:\Windows\System32\null\oceanus_outputs
I get this: "Windows can't find 'C:\Windows\System32\null\oceanus_outputs'. Check the spelling and try again."
Thank you for all your support.
I watched your video, it looks like you didn't unzip it and just ran Automap-chan inside the compressed folder.
The reason why it couldn't load the properties file is because the path to it cant be found, since it it was inside a zip file.

I put everything inside a compressed folder(zip file) to reduce the size for people to download faster.
Please unzip it to a folder before you run anything.

The output is supposed to be in same folder as your midi file, since your files were inside zip, i guess it defaulted to System32.
You can put your midi anywhere, dont have to be in same folder as Automap-chan
Cra Dow
This Grand Piano.zip does not show up in my computer.
To make things sure: https://drive.google.com/open?id=0B_edr ... mF3bE5wY2c
Topic Starter
Drum-Hitnormal

Cra Dow wrote:

This Grand Piano.zip does not show up in my computer.
To make things sure: https://drive.google.com/open?id=0B_edr ... mF3bE5wY2c
that was just to show u it looks like a normal folder nut it is a zip file. samething as rar file. you supposed to unzip the one you download.

step 1: download the zip file
step 2: right click on it and extract all to any folder on ur pc
step 3: run it
Cra Dow
it works now...
After all the problem was that .jar files were set as default to winrar.
Video: https://drive.google.com/open?id=0B_edr ... XBZMTc1XzA watch it on speed 2x, and skip the gameplay parts because it looks like screen capture didn't get osu, only the editor part...
So do I need extract hitsounds enabled when using the custom hitsound option?
I used that after ending the video and it gave me 600 hitsounds in 4 seconds.
By comparing the 2 versions I converted, I noticed that the hitsounds are 400 less in the custom one. So the program does respect pitch relevancy per column (thou it is not absolute in all conversions of the same midi, the same note will not be in the same column if you make a different conversion), thou it will change if the pitch of the grup of notes used changes, right?
It does not suport LN, I will have to ln stuff if I want an ln map right?
Thanks for all the help. 8-) 8-)
Topic Starter
Drum-Hitnormal

Cra Dow wrote:

it works now...
After all the problem was that .jar files were set as default to winrar.
Video: https://drive.google.com/open?id=0B_edr ... XBZMTc1XzA watch it on speed 2x, and skip the gameplay parts because it looks like screen capture didn't get osu, only the editor part...
So do I need extract hitsounds enabled when using the custom hitsound option?
I used that after ending the video and it gave me 600 hitsounds in 4 seconds.
By comparing the 2 versions I converted, I noticed that the hitsounds are 400 less in the custom one. So the program does respect pitch relevancy per column (thou it is not absolute in all conversions of the same midi, the same note will not be in the same column if you make a different conversion), thou it will change if the pitch of the grup of notes used changes, right?
It does not suport LN, I will have to ln stuff if I want an ln map right?
Thanks for all the help. 8-) 8-)
1) you don't need to manually edit the properties file before you run, you can just use the GUI to set options. it will be saved to properties file after you convert.
2) You need to extract hitsound when using custom hitsound, if unchecked it will only create the beatmap (no hitsound).
3) custom hitsound is supposed to be less files, because each pitch only has 2 duration. if using hitsound created by automap-chan, it will have more variety of duration depending on your song.
4) It does not support LN, i hate LN and too lazy to code the logic for LN to avoid overlapping with other short notes. You may map that yourself after converting.
5) The pattern algorithm focus on spreading out the notes in all column to avoid jacks, it does not care about pitch relevancy, however it will sort the pitch within a chord. There is some random in the pattern algo, so you wont get the same result when you convert the same midi multiple times. You only need to extract hitsound once per song, then you can convert many times after if you are unsatisfied with pattern.
6) Automap-chan creates a silent mp3 of same duration as your midi.

Glad you got it working now, let me know if you have more questions
Cra Dow
Duration of 2 I see. So that is why notes sound weird in the custom hitsound version...
If the objects are less in the osu map will the hitsound of the missing notes be played while playing? like the ratio is not one note per hitsound after convertion, if in the original song there are chords of 8 notes and I convert to chords of 3 notes the hitsounding will be 3 hitsounds on each of 2 objects and 2 for the remaining one?

Edit: I tested that out and the hitsounds are being played in the back ground so there is no missing sound.
8-)
Thanks for your all your help again :)
Topic Starter
Drum-Hitnormal

Cra Dow wrote:

Duration of 2 I see. So that is why notes sound weird in the custom hitsound version...
If the objects are less in the osu map will the hitsound of the missing notes be played while playing? like the ratio is not one note per hitsound after convertion, if in the original song there are chords of 8 notes and I convert to chords of 3 notes the hitsounding will be 3 hitsounds on each of 2 objects and 2 for the remaining one?

Edit: I tested that out and the hitsounds are being played in the back ground so there is no missing sound.
8-)
Thanks for your all your help again :)
Lets say your midi has pitch A3, but this note has duration of 1/2 beat, 1/4 beat and 1/8 beat throughout the song.
Using custom hitsound: you have 2 hitsound for A3, 1/4 and 1/8 will use the same hitsound (A3S_s.wav), and 1/2 will use the long duration hitsound (A3S.wav). Anything faster than 1/4 will use 1/4 hitsound, and anything slower will use the longer duration one.
Using Automap-chan generated hitsound: you will have 3 hitsound for A3, one for each duration.

So if you song has note that is like 6 beat long, dont use custom hitsound, it will sound very off.
You have a setting called Max Chord, so the chord size will never exceed that, any extra note gets send to StoryBoard (Press TAB key in osu editor to see it), so you wont get missing sound.

You may have silent note if you song has a note that is out of range of the available notes in the Grand Piano custom hitsound folder.
Example, you song has a note of pitch A9, but the custom hitsound folder only contains A2 to A8. Simply turn off custom hitsound if that happens. OR you can create the missing hitsound using your own midi editor programs.
silentch
Amazing converter, thank you <3
https://osu.ppy.sh/s/577617
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