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Custom sample overrides

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 (loud) sampleset

  • 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 sampleset

  • 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 sampleset

  • 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

Universal samples

  • spinnerspin (this sound is pitch-shifted as the spinner increases. It goes from ~500hz to 80000hz where the original sample is 44100hz)
  • spinnerbonus (ding)
  • spinnerbonus-max (Lazer only)

Notes

  • Internally .wav file formats are used for all hitsounds due to the inherent lower latency for initial triggering and loop compatibility.
    • You can use .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.
  • If you want to replace both normal and soft samples in a skin, simply do not include the normal- or soft- prefixes.
  • Place these files in your beatmap or skin's directory.
    You then have to reload the beatmap or skin to see the effect!

See also: