RC currently has nothing about it, but there are already two maps that fell victim to it, Mira-san's World End's Dancehall and Norman's A Symphony Of Justice (this has been noticed only recently (about a month ago)).
Delay is a waveform's section before the first peak that is audible enough to be heard and recognized. It may be seen via any sound editor (there are also online editors, such as TwistedWave:
The above example has a delay of almost 10ms, as shown on the bottom scale.
Why do we need the rule? Because delayed hitsounds (especially hitnormals) sound mistimed, since their audible part starts playing not exactly at the time of hit, but later.
Why there is no such rule yet? Because most of hitsounds floating around osu! are starting exactly on time or have a small delay which can be neglected (0 − 5ms), and because no one has actually checked for that ever: delayless hitsounds were a given.
P.S. I don't have a good wording for that rule, feel free to add it.
P.P.S.
Delay is a waveform's section before the first peak that is audible enough to be heard and recognized. It may be seen via any sound editor (there are also online editors, such as TwistedWave:
The above example has a delay of almost 10ms, as shown on the bottom scale.
Why do we need the rule? Because delayed hitsounds (especially hitnormals) sound mistimed, since their audible part starts playing not exactly at the time of hit, but later.
Why there is no such rule yet? Because most of hitsounds floating around osu! are starting exactly on time or have a small delay which can be neglected (0 − 5ms), and because no one has actually checked for that ever: delayless hitsounds were a given.
P.S. I don't have a good wording for that rule, feel free to add it.
P.P.S.
inverness feat. Frostmourne & Scorpiour wrote:
Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.