Oh, it shows after you finish spinning.
Hula wrote:
So, whilst I appreciate the effort that's gone into hitsounding this, like it's extremely complex and nice, the level of complexity doesn't do anything to enhance the playability. It actually reduces it, keysounding objects means that you get absolutely 0 feedback from hitting it, because your hitsound sample will match that of the sound the object's mapping, so you get no feedback on whether or not you're late or early.
Another thing is, your claps aren't loud enough/obvious enough, they match the music too well. Also, your hitfinish (bass drum) hitsound is really lacking.
01:59:834 (1) - In this section with your drum hitnormals, this is a good use of matching music and still getting feedback, it's less important for your hitnormals to stand out as much though. Though, arguably they're too similar to the actual music.
I haven't tried it, but i think increasing your clap and finish volumes will benefit the hitsounding greatly, cos you're not a composer, you're a mapper in osu! Hitsounding isn't meant to be discreet.
Your hitsounding in the kiai at 02:42:885 (1) - has decent volumes though. The start seems to suffer and the calm parts.
Just my two cents. Impressive hitsounding mind you, but remember playability.
Wait really?Okoratu wrote:
welp i cant asdf
cheers matepeppy wrote:
The hitsounds are fine volume-wise? I think people are saying they can't hit them because they blend in too well. Try adjusting music volume to 0% and listen.
Are you telling Charles to listen at 0%? Or the people complaining about hitsound volume.peppy wrote:
The hitsounds are fine volume-wise? I think people are saying they can't hit them because they blend in too well. Try adjusting music volume to 0% and listen.
Volume wise they're quite loud yes, the blending is an interesting situation as it seems to only affect some.peppy wrote:
The hitsounds are fine volume-wise? I think people are saying they can't hit them because they blend in too well. Try adjusting music volume to 0% and listen.
Yeah I think that's a case of one area of the audio spectrum getting capped out super hard, lowering everything else in normalization.Shiirn wrote:
The issue with the hitsounds being soft is actually not due to any bug, but due to how pitch and frequency is interpreted - if everyone can remember the Online Offset map, remember that the sounds become softer when they're perfectly aligned, because... i'm not entirely sure. Something about pitch frequency, but it happens with sounds that are very similar in pitch and volume.
well then lets shoot a star while we canjonathanlfj wrote:
well then lets enjoy this while we can