At the moment, per-beatmap and per-skin sample-sets can be implemented. 3r6qe
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)
spinnerbonus-max
(Lazer only)
.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: