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posted
Applied KD to the people helping out since it gets disabled when the map's qualified (I think)
posted
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.
posted

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.
cheers mate
posted
Hehe I knew that you had to active the Warning hehehehe HEHEHE, ok thoomyy stap, looveees
posted

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.
Are you telling Charles to listen at 0%? Or the people complaining about hitsound volume.









Last edited by Monstrata on 2 minutes ago, edited 2 times in total.
posted

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.

Ideally for people who are having it blend / can't discern the individual sounds, when they start drifting off beat due to lack of feedback they'll start to hear the sounds again. Then hopefully when they recognize what the hitsounds actually sound like, they can start listening for that in the music.

Not sure if it's asking too much of the player to listen through the blending in these specific cases, but my options are pretty limited, barring redoing the entire map's hitsounds...

I can turn up the volume in these cases, but that will make it too loud for others.
I think it would be fine for people to simply lower their music volume until it is comfortable? Now that changing effect and music volume is so easy thanks to the dials update.
posted
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. By lowering one or the other you're basically forcing one to take over the other. The problem then becomes that the hitsounds are too similar to the samples used in the map itself and thus kind of skimps on audio feedback for the player. But that's an issue I don't care to really think about, it goes into philosophy rather than technical rules - "Are hitsounds required to be different from the music to provide feedback for the player? if so, are keysounded maps fundamentally unrankable, as the player performs the most important instrument in the music?" etc etc etc
posted

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.
Yeah I think that's a case of one area of the audio spectrum getting capped out super hard, lowering everything else in normalization.
I specifically avoided that in this set (it happened a couple of times in development with one of the clap sounds, hehe)
In the New Astronomas map you can hear the normalization struggling to keep up with how loud the hitsounds are, actually, it's fascinating.


I think the audio levels in this set are fine as a base setting..? I don't think it would be too hard for people experiencing this to turn down the music volume a little bit, like peppy demonstrated.
posted

jonathanlfj wrote:

well then lets enjoy this while we can
well then lets shoot a star while we can
posted
I'd like to suggest another name for the diff (I know that it doesn't matter but...) because it is not a marathonic song.
I would not call this a Marathon, maybe something like UnDErtAlE or something related to the game, to me Marathon is the paraparaMIX as 35 minutes, or the Renard Marathon that has 18 minutes aprox.

I'd recommend something like it, but if we are rights, the name doesn't matter xD
posted
I think the word Marathon fits the situation the storyboard presents. 'Undertale' wouldn't quite fit the theme, surprisingly... its context is elsewhere. It would also be a little redundant seeing it in three places, hahaha

okay onto the real reason I'm posting


soft-hitnormal9 increased by 0.6 DB.
Verified this with Irreversible, this one will work! (yay)
Before and After
May not seem like much from the picture but it is incredibly noticeable ingame.

drum-hitnormal increased by over 1 DB, and some normalization to stay louder longer.
This one wasn't too difficult to hear but for safety it has been made louder (it's almost clipping now, haha)
Before and After


Redownload to get them, or if you want to save peppy some bandwidth the changed sounds are in this zip.

I believe the map still technically has 1 bubble because this was a really minor change.
posted
#2
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Thanks.

Let's wait for Irreversible, we gotta make sure it's all working for them.
posted
the hitsounds are back from underworld /O/
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hype
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Crossing my fingers that it works out this time
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hypehypehype

Amazing work.
posted
posted
Great! :)
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how am I supposed to dodge all these attacks????????????????????????????







I mean great work
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