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Specify codec for audio files in Ranking criteria #12187

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8 changes: 4 additions & 4 deletions wiki/Ranking_criteria/en.md
Original file line number Diff line number Diff line change
Expand Up @@ -129,16 +129,16 @@ Important to understand before using:
### Rules

- **The audio file of a beatmap must...**
- **...use the `.mp3` or `.ogg` file format.**
- **...have an average bit rate no greater than 192 kbps for `.mp3` files, or 208 kbps for `.ogg` files.**
- **...be encoded in MP3 (`.mp3`) or [Ogg Vorbis](https://en.wikipedia.org/wiki/Vorbis) (`.ogg`).**
- **...have an average bit rate no greater than 192 kbps for MP3 files, or 208 kbps for Ogg Vorbis files.**
- **...have an average bit rate no lower than 128 kbps**, if such a source exists. Otherwise, use the highest quality available.
- **...not be encoded upwards from a lower bitrate.**
- **A beatmap may only contain one song file used by all difficulties.** Multiple song files within a single beatmap are unsupported and result in unexpected behaviour with preview times, metadata, etc.
- **Beatmaps must be [hitsounded](/wiki/Beatmapping/Hitsound).** Hitnormals give feedback to the player, and additions (whistles, claps, and finishes) accent the most important parts of the music.[^normal-vs-addition]
- **osu!mania beatmaps do not require hitsound additions.**[^normal-vs-addition] This is to allow for easier approachability to osu!mania mappers of different upbringings. It is still highly recommended to use hitsound additions to improve the feel of your beatmaps.
- **All clicked parts of objects must have at least one hitsound which both...**
- **...has a clear impact, whose peak is delayed no more than 5 milliseconds.** `normal-hitfinish.wav` from the default skin is exempt from this.
- **...uses the `.wav` or `.ogg` file format.** `.mp3` should not be used here as it is inherently delayed.
- **...uses the uncompressed WAV (`.wav`) or Ogg Vorbis (`.ogg`) file format.** MP3 should not be used here as it is inherently delayed.
- This ensures instant audible feedback when clicking objects, synchronising with the song in a way that enables players to determine how early or late they are clicking. osu!mania is exempt from this due to its concurrent objects.
- **Hitsounds must be audible.** Their purpose is to provide feedback, so hitsounds with extremely low volume or samples that blend with a song's samples are unacceptable. Specific game modes list exceptions to this rule on their respective ranking criteria.
- **Preview points must be set and consistent between all difficulties of a beatmap.** This is used for both the song selection menu and the online thumbnail preview.
Expand All @@ -154,7 +154,7 @@ Important to understand before using:
- **[Song compilations](/wiki/Beatmap/Song_compilation) or other medley-style tracks should aim to be cleanly mixed with proper transitions, and should not include abrupt breaks or long fades between different songs.** The songs used for the compilation should be similar in audio quality, volume and length. This is to ensure compilations achieve the same cohesive gameplay experience as other beatmaps. Cross-faded transitions are acceptable, but should be used sparingly and generally be no longer than 5 seconds. Beat-matched and well-planned transitions are always a better option than cross-fading.
- **Combinations of 2 songs should be clearly and closely related.** Examples of this include, but are not limited to, being iterations of the same series of songs, related in lyrics or motifs, similar in tone and/or genre, etc.
- **Cut songs should maintain the general impression and intensity of the full song.** Cuts that change the structure of the full song (such as excluding or rearranging a song's intro/verse/chorus/outro) can lead to misrepresentation of it and often cause unsatisfying playing experiences. This does not apply to official cuts or recreations of official cuts.
- **[Gameplay sounds](/wiki/Skinning/Sounds#gameplay) excluding [active hitsounds](/wiki/Beatmapping/Hitsound#active-hitsound) should use the `.mp3` or `.ogg` file formats.** These files usually have long durations and `.wav` files are unnecessarily large in comparison, however `.wav` should be used when it results in a smaller file size.
- **[Gameplay sounds](/wiki/Skinning/Sounds#gameplay) excluding [active hitsounds](/wiki/Beatmapping/Hitsound#active-hitsound) should use the MP3 (`.mp3`) or Ogg Vorbis (`.ogg`) file format.** These files usually have long durations and uncompressed WAV (`.wav`) files are unnecessarily large in comparison, however uncompressed WAV should be used when it results in a smaller file size.
- **Avoid replacing the hit finish in soft/normal samplesets with frequently used custom hitsound samples.** Using these finishes to represent snare/bass drums or a song's melody can sound obnoxious for anyone disabling beatmap hitsounds. Replacing hit whistles/claps is recommended because those samples are used more often. osu!taiko beatmaps are exempt from this guideline and have their own mode-specific hitsound sample guideline.

## Video and background
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5 changes: 5 additions & 0 deletions wiki/Ranking_criteria/es.md
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@@ -1,3 +1,8 @@
---
outdated_translation: true
outdated_since: 40eac2ffc88cfc52c5dd2bb6574fb2f70a4ec3e6
---

# Criterios de clasificación

Este artículo establece las reglas y pautas que los [beatmaps](/wiki/Beatmap) deben seguir para avanzar en el [procedimiento de clasificación](/wiki/Beatmap_ranking_procedure).
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2 changes: 2 additions & 0 deletions wiki/Ranking_criteria/fr.md
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@@ -1,5 +1,7 @@
---
no_native_review: true
outdated_translation: true
outdated_since: 40eac2ffc88cfc52c5dd2bb6574fb2f70a4ec3e6
---

# Critères de classement
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