Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

No hitsound when hit objects' volume is on 5% on lazer #25165

Closed
SedjamTan opened this issue Oct 18, 2023 · 2 comments · Fixed by #25179
Closed

No hitsound when hit objects' volume is on 5% on lazer #25165

SedjamTan opened this issue Oct 18, 2023 · 2 comments · Fixed by #25179

Comments

@SedjamTan
Copy link

SedjamTan commented Oct 18, 2023

Type

Game behaviour

Bug description

I noticed while playing this map that certain hit objects don't have a hitsound on lazer compared to stable. Upon checking the beatmap in the editor, those hitobjects have a volume of 5%.

Some of the hit objects with volume of 5%:
0:39:260
0:39:450
0:49:969
0:44:007
0:46:476

Screenshots or videos

Stable

osu-stable-skin.mp4

Lazer

osu-lazer-skin.mp4

Version

2023.1008.1

Logs

performance.log
runtime.log
updater.log
database.log
network.log

@peppy
Copy link
Member

peppy commented Oct 18, 2023

Stable enforces a 5% minimum. It's probably not yet implemented.

@peppy peppy moved this from Needs discussion to Needs implementation in Path to osu!(lazer) ranked play Oct 18, 2023
@bdach bdach self-assigned this Oct 20, 2023
@bdach
Copy link
Collaborator

bdach commented Oct 20, 2023

Stable enforces a 5% minimum. It's probably not yet implemented.

Are you referring to this thing?

https://github.com/peppy/osu-stable-reference/blob/3ea48705eb67172c430371dcfc8a16a002ed0d3d/osu!/Audio/AudioEngine.cs#L1070
https://github.com/peppy/osu-stable-reference/blob/3ea48705eb67172c430371dcfc8a16a002ed0d3d/osu!/Audio/AudioEngine.cs#L1404-L1405

If yes, then that's 8%, but that still doesn't explain the massive volume difference. Whatever this thing is probably would though.

image

We already apply leniency here:

SampleControlPoint sampleControlPoint = (beatmap.ControlPointInfo as LegacyControlPointInfo)?.SamplePointAt(hitObject.GetEndTime() + control_point_leniency) ?? SampleControlPoint.DEFAULT;

Not yet sure why it isn't enough in this case.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
No open projects
Development

Successfully merging a pull request may close this issue.

3 participants