Option to hear perfect timed hitsounds when playing #19915
Replies: 6 comments 17 replies
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I don't foresee this being added. Hitsounds being triggered by user input is one of the core concepts behind osu!. I really dislike rhythm games that automate this playback. We do have plans to add methods of reducing audio latency for those that are very sensitive to it, but of course this will require appropriate hardware to make work (low latency audio is hard and requires good driver and hardware support). |
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Im agree with this man. Peppy lets go. |
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Just play with Relax mod if you feel and hear audio latency. Or buy a good laptop instead. |
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I play with hitsounds muted. Adjusting audio offset and listening to cues in music is a much better experience for me. I tap to what I hear. and if I consistently hear sounds late, then it becomes a feedback loop where I tap later and later. |
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Please reconsider this. My setup has about a 200ms delay, which means I absolutely cannot play with hitsounds on or the audio will be an absolute mess. Implementing this would probably make osu! better than almost all other rhythm games out there as I've only seen this feature once but it makes so much difference. PS. I found a map which have entire sections as hitsounds, which is cool but is completely ruined without having perfect timed hitsounds for me (Auto won't even let me enjoy the song as the hitsound delays are still there). PPS. "Qono Cafe" is that rhythm game, as the "Tap SE follows player" setting (where unchecking it makes hitsounds play on time) |
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Plz Plz Plz Plz i hope this can be used as an option |
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Thoughts
As we all know, 0 audio offset means that hitsounds are perfectly in sync with bgm with intended rhythmic structure of the map.
But as a tradeoff we get inevitable audio latency on users end when you should hit your keys a bit earlier (up to 70ms in bad situations)
We can config our audio offset so it corresponds exactly to irl keypresses.
But in that case hitsounds are shifted and no longer synced with music. So they become unreliable.
I don't know if it's possible to fix hitsounds offset latency with some additional latency on them.
But i think there's alternative that i would like to see in OSU!
Idea
Why not tradeoff being able to make hitsounds happen with being able to hear them playing perfectly when playing?
Can we have like separate audio track (kinda) with hitsounds always synced?
In all cases all players feel their keys when they press them and many of players actually listen to their keystrokes.
I mean... i have 25ms latency.
With -25 offset i can perfectly rely on sync of my fingers and music. But there is no sync with hitsounds and music. It's all over the place, so i play without hitsounds.
Which means that in standard sliders can't give me feedback which can be NOT perfect. Sometimes it's really needed.
And in catch the beat playing without hitsounds is just cursed.
With 0 offiset i can perfectly rely on sync of music and hitsounds. But now there is another problem.
You play from the past. Sometimes you play from reaaaly long time.
So mania and taiko suffer most from it.
Yes, you can adjust to latency by playing a gigaton maps with it. But something is not right with that concept.
Hitsounds exist so you can hear if you are consistent with current rhythm and correct yourself accordingly if not.
If i have separate audio of perfectly played map synced with audio while i'm playin it i can correct myself same way if i was the source of hitsounds.
It doesn't give me any advantages.
I still need to feel the rhythm the same way.
I still need to memorize the map.
I still need to be consistent.
It's just a way to sync music, mapped hitsounds and player.
It would've just be a reliable tool to see my mistakes and correct them.
And i mean, it should be only an option of course.
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