что такое хитсаунды в осу

Hitsound

Hitsounds are the sounds that osu! plays in response to user input when interacting with hit objects. Hitsounds are typically used to give auditory feedback to the player to help them judge their accuracy in relation to the song.

Beatmappers can replace any default sound samples with custom samples using a beatmap’s folder. A player’s skin can also replace default hitsounds on all beatmaps. Details on hitsound samples can be found in the hitsound skinning article.

Spinners and sliders have additional spinner spin, spinner bonus, slider slide, and slider tick hitsounds.

Active hitsound

An active hitsound correlates to a player’s clicking by reaching its peak impact immediately when played. Drum sound samples are the most frequently used active hitsounds because they provide clear and immediate feedback.

Passive hitsound

A passive hitsound does not correlate to a player’s clicking. These are usually sound effects that accompany active hitsounds.

Hitsounds can be added through storyboarding, but because they don’t correlate to a user’s clicking, they are also classified as passive.

Keysound

A keysound is a hitsound sample that is extremely similar to, or directly taken from, the song and is used to replicate the pitch of the song’s notes. This method of hitsounding usually provides low feedback to the player, but can make playing certain beatmaps more interesting and make sections of a map stand out when applied well.

In osu!taiko

Unlike the other game modes, osu!taiko hitsounds directly affect the gameplay of their maps. Kats are distinguished from Dons using whistles and claps, and large notes are distinguished from normal ones using finishers.

osu!taiko’s default samples are unique to the mode, and mappers typically do not override them.

Источник

Osu.Хитсаунды(?)

22 Nov 2016 в 18:57

22 Nov 2016 в 18:57 #1

Как настроить,стоит скин black и иногда заместо щелчка либо вообще не бывает звука,либо пропадает,как это фиксить или настроить?

22 Nov 2016 в 18:59 #2

22 Nov 2016 в 19:01 #3

,но его иногда либо нет,либо он пропадает(. )

22 Nov 2016 в 19:04 #4

22 Nov 2016 в 19:05 #5

WutFace
В настройках => отключить хит саунды карты или как то так (мб свои хитсаунды)

22 Nov 2016 в 19:06 #6

Ты мне предлагаешь проскролить 1250 страниц?ResidentSleeper

22 Nov 2016 в 19:06 #7

22 Nov 2016 в 19:07 #8

я тебе предлагаю не делать юзелес тем и писать вопросы туда

22 Nov 2016 в 19:07 #9

Он предлагает тебе залететь в лучший в мире тред по осу и написать там о своей проблеме. Там тебя сначала заовнят, а потом объяснят. В частности, заовню я Kappa

22 Nov 2016 в 19:09 #10

Ну все-все,заовнил,как мне сделать такой звук как на видео?HeyGuys

22 Nov 2016 в 19:11 #11

22 Nov 2016 в 19:12 #12

я нажал-нажал,уже давно,но ничего не поменялось,все равно через раз(
все равно остается звук колокольчиков или хз что это :D

22 Nov 2016 в 19:15 #13

Суть такая: в осу есть 4 типа хитсаунда
1) обычный, который произносится всегда
2-4) заменяют обычные, когда маппер этого хочет
так что иногда ты слышишь глухой звук, потому что создатель карты решил, что это подходит под туцтуц. Скорее всего, ты имеешь в виду это

22 Nov 2016 в 19:18 #14

О да,ты прав
А как убрать этот мусорный глухой звук?:)

Источник

Хитсаунды osu что это

В настоящее время можно использовать свои файлы для звуков и скинов. Именно про первое здесь и пойдёт речь.

Следующие файлы могут быть заменены:

Обычный («громкий») сет

Заметка: Последние 3 сэмпла будут проигрываться вместе с обычным хитсаундом. То есть, в случае свистка будут при попадании в ноту будут проиграны и hitnormal и hitwhistle звуки.

Passive hitsound

A passive hitsound does not correlate to a player’s clicking. These are usually sound effects that accompany active hitsounds.

Hitsounds can be added through storyboarding, but because they don’t correlate to a user’s clicking, they are also classified as passive.

Working with multiple custom hitsound sets

Sometimes, a song may have multiple sections with very different musical styles, and one group of hitsounds won’t fit all of them. In this case, it is often helpful to utilise a different hitsound (or group of hitsounds) entirely. This can be achieved by adding a number to the end of the hitsound file name as follows:

In order to ensure that different-numbered hitsounds or hitsound groups play correctly, you’ll need to add an inherited timing point (green line) and change the sampleset from «Custom 1» to the option immediately below it, as shown in the image below. Here you can enter the number of the hitsound group which you want to use.

Changing to a second custom hitsound group

Active hitsound

An active hitsound correlates to a player’s clicking by reaching its peak impact immediately when played. Drum sound samples are the most frequently used active hitsounds because they provide clear and immediate feedback.

Using custom hitsounds

In this guide, you will learn how to use custom hitsounds in your beatmaps.

Adding custom hitsounds

Once you have your desired sound files, move them into the folder of the beatmap you would like to use them in. If you don’t know where that folder is located, follow these directions:

Click File (the left-most option of the navigation menu).

If you are running osu! on macOS, you may need to take a slightly different approach:

Once the sound files are placed inside the beatmap’s folder, they must be named appropriately in order for osu! to recongnise them as hitsounds.

For a full list of hitsounds that can be modified, please refer to the skinning entry on hitsounds.

Hitsound files are named to reflect these two properties of sampleset and the type of sound as follows:

where is either «normal», «soft» or «drum», and is one of the additions mentioned above (e.g. «hitclap»).

A typical beatmap folder containing custom hitsounds

In osu!taiko

Unlike the other game modes, osu!taiko hitsounds directly affect the gameplay of their maps. Kats are distinguished from Dons using whistles and claps, and large notes are distinguished from normal ones using finishers.

osu!taiko’s default samples are unique to the mode, and mappers typically do not override them.

Эта тема была создана с целью привлечь аудиторию в осу, развеять стереотипы о ней и удержать игроков, которые не смогли в ней остаться

(есть и другие способы играть, например на сенсорном экране и т.д)

Osu может быть так же недооценена как и дота, в ней так же высокий порог вхождения и в ней много чего можно не понять на первый взгляд, да и на второй тоже.

Зайдя в осу в первую очередь вам нужно будет её настроить и наладить обстановку с переферией, благо, в интернете по этому поводу полно материала

Я готов ответить на все ваши вопросы и лично сопроводить вас в мир осу. Кстати, у меня 5к пп.

Applying custom hitsounds

Instructing osu! how to use custom hitsound additions

Note that you don’t need to add a custom hitsound for every sound in a sampleset. You will notice in the first image that no instance of soft-slidertick.wav is present, and in this case, osu! will continue to use the default sound for all successful regular slider tick hits when the Soft sampleset is in use.

Keysound

A keysound is a hitsound sample that is extremely similar to, or directly taken from, the song and is used to replicate the pitch of the song’s notes. This method of hitsounding usually provides low feedback to the player, but can make playing certain beatmaps more interesting and make sections of a map stand out when applied well.

Тихий сет

Заметка: Последние 3 сэмпла будут проигрываться вместе с обычным хитсаундом.

Формат файлы

В качестве сэмпла вы можете использовать как mp3, так и Wav файлы, но учтите, что Wav’ы для этой цели подходят лучше: мптришки имеют небольшую (0-20 мс) задержку перед воспроизведением, и поэтому некорректно зацикливаются.

Достаточно только поместить файлы с нужными названиями в папку с картой, переоткрыть её (Ctrl+Shift+L) и звуки появятся!

Hitsound

Hitsounds are the sounds that osu! plays in response to user input when interacting with hit objects. Hitsounds are typically used to give auditory feedback to the player to help them judge their accuracy in relation to the song.

Beatmappers can replace any default sound samples with custom samples using a beatmap’s folder. A player’s skin can also replace default hitsounds on all beatmaps. Details on hitsound samples can be found in the hitsound skinning article.

Spinners and sliders have additional spinner spin, spinner bonus, slider slide, and slider tick hitsounds.

Звуки спиннеров

500hz to 80000hz при оригинальном звучании сэмпла на 44100hz)

Getting custom hitsounds

In order to use custom hitsounds in your beatmap, you will first need some! The custom hitsound library is a great resource for getting sound samples, including cymbals, drums, bells, whistles, and more. Alternatively, if you can’t find what you are looking for, you can make your own samples!

Источник

Using custom hitsounds

In this guide, you will learn how to use custom hitsounds in your beatmaps.

Getting custom hitsounds

In order to use custom hitsounds in your beatmap, you will first need some! The custom hitsound library is a great resource for getting sound samples, including cymbals, drums, bells, whistles, and more. Alternatively, if you can’t find what you are looking for, you can make your own samples!

Adding custom hitsounds

Once you have your desired sound files, move them into the folder of the beatmap you would like to use them in. If you don’t know where that folder is located, follow these directions:

If you are running osu! on macOS, you may need to take a slightly different approach:

Once the sound files are placed inside the beatmap’s folder, they must be named appropriately in order for osu! to recongnise them as hitsounds.

Three basic categories of hitsounds, referred to as samplesets, exist in osu!: Normal (N), Soft (S), and Drum (D). Each sampleset can be furtherly subdivided into different sounds. The most common of these are: «hitnormal», «hitclap», «hitwhistle», and «hitfinish». More specialized sounds also exist, such as those that play during a slider («sliderslide», «slidertick») or spinner («spinnerspin»).

For a full list of hitsounds that can be modified, please refer to the skinning entry on hitsounds.

Hitsound files are named to reflect these two properties of sampleset and the type of sound as follows:

where is either «normal», «soft» or «drum», and is one of the additions mentioned above (e.g. «hitclap»).

A typical beatmap folder containing custom hitsounds

Applying custom hitsounds

Instructing osu! how to use custom hitsound additions

Note that you don’t need to add a custom hitsound for every sound in a sampleset. You will notice in the first image that no instance of soft-slidertick.wav is present, and in this case, osu! will continue to use the default sound for all successful regular slider tick hits when the Soft sampleset is in use.

Working with multiple custom hitsound sets

Sometimes, a song may have multiple sections with very different musical styles, and one group of hitsounds won’t fit all of them. In this case, it is often helpful to utilise a different hitsound (or group of hitsounds) entirely. This can be achieved by adding a number to the end of the hitsound file name as follows:

In order to ensure that different-numbered hitsounds or hitsound groups play correctly, you’ll need to add an inherited timing point (green line) and change the sampleset from «Custom 1» to the option immediately below it, as shown in the image below. Here you can enter the number of the hitsound group which you want to use.

Changing to a second custom hitsound group

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