Looks really interesting and promising, will be waiting for the public release x)
Rori Vidi Veni wrote: 6i266o
.ssc(yes, Stepmania does take keysounds)?
Oops they are actually called module files, trackers are what they are made with. The best way I can describe them is that they are like midi files that also contain samples for the sounds to be played in a 8bit or 16bit format. Most chiptune music is made with tracker software which saves in one or more of those formats.dudehacker wrote: 5o4y1z
I have no clue what those are, the only rythme game i play atm is Osu.abraker wrote: 5u2f3m
Wow I'm impressed by the demo file! For a converted map, it's pretty damn good.
pls make S3M, xm, it, etc tracker file converter.. PLEASE
Ok i understand the file format now, but my question is do you have a source where you can get plenty of anime/VN/vocaloid/touhou music in mod format?abraker wrote: 5u2f3m
Oops they are actually called module files, trackers are what they are made with. The best way I can describe them is that they are like midi files that also contain samples for the sounds to be played in a 8bit or 16bit format. Most chiptune music is made with tracker software which saves in one or more of those formats.
You can read more about them here
for keys the format is keys=10,12,14,16,18 | key count: 11,13,15,17 doesn't existdudehacker wrote: 5o4y1z
i dont know how those beatmap are made, if you give me a beatmap like that maybe i can.
ok will try it later. can u send me an existing 18k beatmap?winnerspiros wrote: 63562z
for keys the format is keys=10,12,14,16,18 | keys 11,13,15,17 dont existdudehacker wrote: 5o4y1z
i dont know how those beatmap are made, if you give me a beatmap like that maybe i can.
for hit objects the x value goes from 14 to 497
I think everything else is the same.
Here are some x valus for every key (hope it helps) :
18 keyskey1=14
key2=42
key3=71
key4=99
key5=128
key6=156
key7=184
key8=213
key9=241
key10=270
key11=298
key12=327
key13=355
key14=384
key15=412
key16=440
key17=469
key18=497
16 keyskey1=14
key2=42
key3=71
key4=99
key5=128
key6=184
key7=213
key8=241
key9=270
key10=298
key11=327
key12=355
key13=384
key14=440
key15=469
key16=497
14 keyskey1=14
key2=42
key3=99
key4=128
key5=164
key6=201
key7=237
key8=274
key9=310
key10=347
key11=384
key12=420
key13=457
key14=493
12 keyskey1=42
key2=64
key3=106
key4=164
key5=201
key6=237
key7=274
key8=310
key9=347
key10=384
key11=448
key12=493
10 keyskey1=42
key2=64
key3=106
key4=164
key5=237
key6=274
key7=310
key8=384
key9=448
key10=493
I guess this??dudehacker wrote: 5o4y1z
ok will try it later. can u send me an existing 18k beatmap?
Okay i investigated the format, and its possible to have a convert for this. However i need do some heavy change in my code for this to happen, since everything was made assuming max is 9 key. It might take me a while to make it because i have other more general things to improve on first, such as selective note input for multiple tracks and more hitsound quality vs size options. Since 18k is assumed to be played by 2 players with 9k each, the pattern algorithm also need reworked to reflect this change.winnerspiros wrote: 63562z
I guess this??dudehacker wrote: 5o4y1z
ok will try it later. can u send me an existing 18k beatmap?
but my structure is super messy too ashamed to put it on github, maybe after i clean it up. Also need look up how to use github properly.Bobbias wrote: 1k4mr
For changes like this, I would suggest you consider putting your code up on github so other people can do more than just suggest changes. For example, I might be able to make the necessary changes to allow for up to 18k and submit a pull request with the changes.
Indeed i looked up mp3 instrument/vocal recognition researches, it is too complicated for me to understand how. But i believe in a few years people will release free library that could achieve this. It will make mapping a lot easier.pwhk wrote: 17396n
in fact picking out sounds from an mp3 takes a lot of time when mapping, which this converter skips that completely by using midi.
and mp3 to midi is very difficult for computers
Very nice, i shall try this later, BTW osu!mp is a great site to maps compared to dropboxZenonia wrote: 632n5e
I have converted some SDVX , IIDX midi 7K
all are KS7-7K except Freedom Dive
5*+
List : http://puu.sh/p53Dm.png
DL: https://www.dropbox.com/sh/xyb2gd6n7l4f ... E0ZRa?dl=0
MIDI Convert.rar = All in one
Very good point, I will try fix this asap, thank you forFull Tablet wrote: 5o4t51
The application crashes (closes itself without any error message) after opening the MID file if "keyCount" in config.properties is bigger than "maxChord" (It is possible to have set the maxCord value higher than the keycount by using the program normally, for example, setting the maxChord to 6 while converting a 5k+Coop=10k map).
Related to the previous issue, in the settings window, you can't set the maxChord variable higher than the keyCount set when the window was created.
ya sorry i was working on my own beatmap with 4 custom bpm setting and forgot to turn it off when i released new version of Automap-chan. i released the fixed version few hours later. i guess u were lucky to get the bad one lol. re and it should work. if not let me know i fix it tonight.Omgforz wrote: 553m3o
For some reason converts are speeding up to 150 bpm after 16,5 seconds (or a 16500 offset) after the first timing point in the map seen in multiple maps even though the original midi bpm file stays the same.
Checked with a song which start off as 120 bpm and then changes to 180 bpm but ends up looking like this http://puu.sh/p7RN1/78a0871f44.png (which also happens to other songs)
Really dig the program so far, thanks a lot.
1. sure I will add 2 button to set all tracks to sample/hit object, and 2 other buttons to set all unselected track to sample/hit object, and 1 more button to unselect all selected sample/hit objectOmgforz wrote: 553m3o
Alright, I've been playing around and testing the program quite a lot in the past few days.
A minor thing is that it might be useful for the purpose of testing settings to include a button which sets all unselected tracks to sample or hitsounds, because on songs with 10 tracks or more I found myself clicking quite a bunch when creating lots of difficulties to see its results (for trying out tracks + difficulty settings to get a good difficulty curve going). Even something as simple as having a hotkey for asg a track to hitsounds or sample would be good enough. (like pressing on a track and just hitting h or s)
Notes which are short feel like they're on for a bit longer than expected after exporting hitsounds, causing the string instruments to overlap and sound bad. ( https://www.youtube.com/watch?v=7XN0hFtrITQ ) midi in question: http://puu.sh/pkCVV/5913366e5b.mid (this also happens in other midis though)
That's pretty much all I've got for now, really appreciate the work you've put into this.
Sorry can you please elaborate on this? I don't understand what you trying to say.Omgforz wrote: 553m3o
Also, is there an easy way to put all the hitsounds into a sub-folder without having to rename all the paths? Would be handy for a mapset with different midis.
Ah I see what you meant, u wanted all hit sounds to be saved in a sub folders under osu/songs/your song folder/hitsounds-song1/Omgforz wrote: 553m3o
Thanks for the quick answer.
On the point of having hitsounds in sub-folders i meant having the extracted keysounds in folders in the main song folder so the .wav files aren't all just jumbling around in the main folder next to the .osu files. I thought that if you have multiple midis with extracted keysounds some files might overlap'n stuff, also it looks a lot neater that way.
Though, with that being said I just tried and tested the import of samples and it seems like they automatically get added to the main folder, so I'm not even sure anymore if this is possible because osu might not like relative paths into sub-folders for imported samples. (isn't important anyway, was just an extremely minor thing)
And that opt-out feature will help a lot, a few songs sound incredibly bad to the point that the overlapping strings overpower every single other instrument. The one I showed was quite tame in comparison. But I see the idea of saving space makes sense, having multiple lengths for one pitch would increase the filesize by a bit.
fine i will put that on my TODO list for next updateAqo wrote: 2c2q2z
not having an mp3 and using virtual breaks the usage of halftime and doubletime mods. try it.
the hitsound quality ends up being worse on normal speed too, but many people might not realize it if they hadn't heard the alternative.
virtual also breaks the editor, making is very difficult to edit the chart.
the benefits of using a highly compressed empty mp3 far outweigh the disadvantage of having a few more kb on the set
Sorry I was kinda busy so I didnt do a lot of testing for the latest release, Thanks for pointing out the bug. I will get it fixed this week.Omgforz wrote: 553m3o
Tried the new version and it sounds a lot better, but there's a little bug which assigns a hitsound to a note which does not exist in the folder.
Midi in question: http://puu.sh/prsKM/aa029b420a.mid
(tried export with 5k coop + difficulty 4, chord max 3, and all tracks on keysound)
It happens during a multitude of bpm changes, it tries to find this keysound, but it's nowhere to be found. http://puu.sh/prsQV/d03cf776db.png
so it pretty much stays silent. this also happens a few random times in the song (not during bpm changes, but during them you seem to lose most of the notes for some reason)
Keysounds to export were listed as 484, and I can see all 484 .wav files in the folder, so it seems like before exporting is where the problem appears.
Also, when fiddling around I found that perhaps a "mute/unmute all tracks in sample or keysound" button would help out trying to find what you're actually trying to play or not. (sometimes there's lots of bass with various instruments to filter out to not have 6 chords all the time while you still want a high chord number on later sections) That would definitely help out midis with multiple tracks.
leave it as config.properties.Cra Dow wrote: 6j1d66
I have been stugling with this for 3 h and I do not get any output...The program opens I chose the .mid then the second window does not apear it just crashes to me...
Not even sure how to name the .properties file.
Should the .proprieties file be named: f41affba00.properties
or config.properties like you have in github?????
Please help.
I was working on an update (see below) and could have compiled the unfinished code by accident, sorry I don't really have a lot of time to do testing and make my program perfect. But I will do my best to fix problems if you find any. I tried making a map with oceanus.mid with new release and it works, haven't checked the other midi files, send me a PM if they dont work.Cra Dow wrote: 6j1d66
Here is a zip file with a video of my desctop while trying to run the program, .mid files, config.properties file and the latest verison of your program that I used to make sure if I did mess up something: https://drive.google.com/open?id=0B_edr ... jduMkVOLWc
Thanks for the .
I watched your video, it looks like you didn't unzip it and just ran Automap-chan inside the compressed folder.Cra Dow wrote: 6j1d66
Not sure where I messed up...
Files and Video: https://drive.google.com/open?id=0B_edr ... 0hSVG5xZGs
If I search for the file folder C:\Windows\System32\null\oceanus_outputs
I get this: "Windows can't find 'C:\Windows\System32\null\oceanus_outputs'. Check the spelling and try again."
Thank you for all your .
that was just to show u it looks like a normal folder nut it is a zip file. samething as rar file. you supposed to unzip the one you .Cra Dow wrote: 6j1d66
This Grand Piano.zip does not show up in my computer.
To make things sure: https://drive.google.com/open?id=0B_edr ... mF3bE5wY2c
1) you don't need to manually edit the properties file before you run, you can just use the GUI to set options. it will be saved to properties file after you convert.Cra Dow wrote: 6j1d66
it works now...
After all the problem was that .jar files were set as default to winrar.
Video: https://drive.google.com/open?id=0B_edr ... XBZMTc1XzA watch it on speed 2x, and skip the gameplay parts because it looks like screen capture didn't get osu, only the editor part...
So do I need extract hitsounds enabled when using the custom hitsound option?
I used that after ending the video and it gave me 600 hitsounds in 4 seconds.
By comparing the 2 versions I converted, I noticed that the hitsounds are 400 less in the custom one. So the program does respect pitch relevancy per column (thou it is not absolute in all conversions of the same midi, the same note will not be in the same column if you make a different conversion), thou it will change if the pitch of the grup of notes used changes, right?
It does not LN, I will have to ln stuff if I want an ln map right?
Thanks for all the help.![]()
![]()
Lets say your midi has pitch A3, but this note has duration of 1/2 beat, 1/4 beat and 1/8 beat throughout the song.Cra Dow wrote: 6j1d66
Duration of 2 I see. So that is why notes sound weird in the custom hitsound version...
If the objects are less in the osu map will the hitsound of the missing notes be played while playing? like the ratio is not one note per hitsound after convertion, if in the original song there are chords of 8 notes and I convert to chords of 3 notes the hitsounding will be 3 hitsounds on each of 2 objects and 2 for the remaining one?
Edit: I tested that out and the hitsounds are being played in the back ground so there is no missing sound.![]()
Thanks for your all your help again![]()
https://www.mediafire.com/?adu32tu2nsdso78dudehacker wrote: 5o4y1z
probably a bug.noftrahtcehe wrote: 453o47
I'm still waiting, yo
send me all ur files (including midi) so I can debug
I tried converting this midi too, it is taking too long.noftrahtcehe wrote: 453o47
If I check "Custom Hitsound", the thing stops working completely