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Missing hitsounds in Editor in some 300BPM beatmaps

Open FukutoTojido opened this issue 1 year ago • 1 comments

Type

Game behaviour

Bug description

I noticed that hitsounds in some 300BPM beatmaps will not play normally. Some will play, some will not.

Screenshots or videos

https://github.com/ppy/osu/assets/39629922/c02a28de-6402-4900-8366-5ad947033569

Beatmap used in video: VINXIS - Sidetracked Day GAMMA [300]

https://github.com/ppy/osu/assets/39629922/e58f09b6-ec16-41c5-8eba-6d5500230f80

Beatmap used in video Noah - Deadly force - Put an end [The end.]

https://github.com/ppy/osu/assets/39629922/e82ec600-0473-4929-96f9-89c85ed375b7

Beatmap used in video: Camellia - Flamewall [ETERNAL SACRED FIRE]

Version

2023.1231.0-lazer

Logs

compressed-logs.zip

FukutoTojido avatar Jan 03 '24 14:01 FukutoTojido

Age old issue of editor not running in a frame stable mode.

peppy avatar Jan 03 '24 17:01 peppy

So, a few things:

Yes, this is fixed by frame stability, but only because frame stability allows replay frames to exist in a non-linear time scale. As in there are frames in the past, and frame stability will rewind to handle them correctly.

The base issue is that hitobjects are closer than 50 ms in these beatmaps, but auto generator adds a 50 ms minimum window for key-down-to-key-up:

https://github.com/ppy/osu/blob/e182acf3e8c012fe36f8317d70ca7d6abe1803e9/osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs#L293

I'd argue that this should be solved by fixing the auto generator to infer the next object and not hold for as long, or just reducing the key down period altogether to a value which will not cause issues like this.

Side note that DelayedMovements in autogenerator is currently never used and a dead code path...

This is a duplicate of https://github.com/ppy/osu/issues/22353.

peppy avatar Jan 04 '24 04:01 peppy

As this is a duplicate (and side effect of the larger issue), I'll close this in favour of #22353.

peppy avatar Jan 04 '24 06:01 peppy