p/2285304
Bringing this back up since the previous proposition died. Recently I have seen more and more sliderslides abused in an unfitting manner and I'd like to see something done about it. For those who are unaware, let me give some basic information.
We all know what a hitsound is - its a sound that plays while an object is (continuously in the manner of a sliderslide/spinnerspin or not in the manner of a circle, sliderstart, etc). Continuous objects play continuous hitsounds, which are files that loop (continuously) until whatever contains the sound ends. On the flip side, singular sounds such as claps, whistles, and finishes play once and they are located on circles, slider stars, slider ends, slider repeats, slider ticks, and spinner ends. One sound is to be played only once, while the other is meant to be played continuously.
In some instances, the mapper chooses to implement a continuous hitsound but uses it in a fashion that makes it play like a singular hitsound. This can easily be avoided. Lets use the sliderslide as an example.
From the previous thread and internal discussions:
With a way to avoid this, we can make a proposal. Here are those's previous propositions:
or
Of course, the wording can change at any time and can be included as a guideline if need be (if you can provide a good enough exception). Common sense is what prevails, and map-to-map basis viewpoints are always encouraged.
Discuss.
EDIT: Final proposition
Bringing this back up since the previous proposition died. Recently I have seen more and more sliderslides abused in an unfitting manner and I'd like to see something done about it. For those who are unaware, let me give some basic information.
We all know what a hitsound is - its a sound that plays while an object is (continuously in the manner of a sliderslide/spinnerspin or not in the manner of a circle, sliderstart, etc). Continuous objects play continuous hitsounds, which are files that loop (continuously) until whatever contains the sound ends. On the flip side, singular sounds such as claps, whistles, and finishes play once and they are located on circles, slider stars, slider ends, slider repeats, slider ticks, and spinner ends. One sound is to be played only once, while the other is meant to be played continuously.
In some instances, the mapper chooses to implement a continuous hitsound but uses it in a fashion that makes it play like a singular hitsound. This can easily be avoided. Lets use the sliderslide as an example.
From the previous thread and internal discussions:
Easy ways to fix it
- Change the sliders into circles
- Reduce the slider's length and use a repeat where the hitsound should be
- Set the slidertick rate accordingly
- Storyboard the hitsounds
With a way to avoid this, we can make a proposal. Here are those's previous propositions:
Continuous hitsounds are not to be used as single hitsounds. Sliderslide, sliderwhistle, and spinnerspin are considered continuous hitsounds; their files are made in such a way that they play from beginning to end and loop as one continuous sound for the duration of the held object. Do not alter any section of a held object to play a single hitsound.
or
Single hitsounds are only to be used for non-held objects. Normal, whistle, finish, clap, and slider tick are considered single hitsounds; these sounds are played once when a circle, slider head, slider repeat, slider tail, slider tick, or spinner end is played. Do not alter a continuous hitsound file to play a single hitsound during held objects.
Of course, the wording can change at any time and can be included as a guideline if need be (if you can provide a good enough exception). Common sense is what prevails, and map-to-map basis viewpoints are always encouraged.
Discuss.
EDIT: Final proposition
Do not use sliderslide, sliderwhistle, and spinnerspin hitsounds in a way that would replicate a hitsound on a circle, slider start, slider end, slider tick, or slider repeat. Sliderslide, sliderwhistle, and spinnerspin hitsounds are considered continuous hitsounds, meaning that their files play from start to end and loop as one continuous sound for the length of the held object. Do not alter any section of a held object to play a single hitsound.