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Existing objects get un-hitsound-able after saving the beatmap #29496

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rvneXe opened this issue Aug 18, 2024 · 7 comments
Closed

Existing objects get un-hitsound-able after saving the beatmap #29496

rvneXe opened this issue Aug 18, 2024 · 7 comments

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@rvneXe
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rvneXe commented Aug 18, 2024

Type

Game behaviour

Bug description

Hello. Self-explanatory video:

2024-08-18_22-55-02.mp4

Files:
image

Screenshots or videos

No response

Version

2024.817.0

Logs

compressed-logs.zip

@rvneXe
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rvneXe commented Aug 19, 2024

I could do a temporary fix by importing it into stable, and setting all timing points sample on Normal Custom1 (was Normal default)

@kstefanowicz
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See #29028 - PR #29311 is attempting to fix

@bdach
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bdach commented Aug 20, 2024

@kstefanowicz how are you claiming this exactly? The issues don't seem related.

@rvneXe
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rvneXe commented Aug 20, 2024

@kstefanowicz how are you claiming this exactly? The issues don't seem related.

I feel it does, since both of them fix by switching timing points to Custom via stable editor.

@rvneXe
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rvneXe commented Aug 20, 2024

But the way that it plays the hitsound for newly placed objects, then it disappears after saving/reloading seems like a seperate thing.

@kstefanowicz
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@bdach the behavior in this issue's video is consistent with the behavior investigated in #29028.

The editor plays the correct custom hitsound after placing the hit object, but when saving/testing the legacy encoder writes the song's timing points to the .osu file with CSS 0. This causes the hit objects to revert back to default/skin's hitsounds.

@aL1NaZ4R you can work around this currently by manually changing the CSS values in the .osu file from 0 to 1:
image

@rvneXe
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rvneXe commented Aug 20, 2024

Umm. Looks like you're right. my bad

@rvneXe rvneXe closed this as completed Aug 20, 2024
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