At the moment, per-beatmap and per-skin sample-sets can be implemented.
The following section describes the name of files that can be replaced.
normal-hitnormal
normal-hitwhistle
normal-hitfinish
normal-hitclap
The following three samples are additive, meaning when you hit a whistle you will get a hitnormal + hitwhistle.
normal-sliderslide
(loops)normal-sliderwhistle
(loops)normal-slidertick
soft-hitnormal
soft-hitwhistle
soft-hitfinish
soft-hitclap
The following three samples are additive, meaning when you hit a whistle you will get a hitnormal + hitwhistle.
soft-sliderslide
(loops)soft-sliderwhistle
(loops)soft-slidertick
drum-hitnormal
drum-hitwhistle
drum-hitfinish
drum-hitclap
The following three samples are additive, meaning when you hit a whistle you will get a hitnormal + hitwhistle.
drum-sliderslide
(loops)drum-sliderwhistle
(loops)drum-slidertick
spinnerspin
(this sound is pitch-shifted as the spinner increases. It goes from ~500hz to 80000hz where the original sample is 44100hz)spinnerbonus
(ding).wav
file formats are used for all hitsounds due to the inherent lower latency for initial triggering and loop compatibility.
.wav
or .mp3
, but heed the following: .wav
files are best in all cases, this is because .mp3
may sometimes loop incorrectly and noticeably have a short (0–20ms) gap between the loops.normal-
or soft-
prefixes.See also: