
Same happens with Drum and Normal, but for the sake of this tutorial you will mostly use Soft for passive hitsounds. Having the sampleset as "Soft" Custom 2 will make all the objects starting on that greenline have the passive hitsound of "soft-hitnormal2" if you have that in your folder or the osu! default "soft-hitnormal". For that purpose you can either use the Snare 1 and Snare 2 or you can change the sampleset.Īnother thing worth mentioning is that the passive hitsounds are sounds that every object will have when you set which sampleset you're using. Sometimes a sample works in some sections of the song, but in others it doesn't (like calm vs exciting parts). * **normal-hitnormal** - Snare 2 or Cowbell or Drumsticks * **drum-hitwhistle** - Cymbal Ride or Open hi-hat or Cowbell To learn each of this sounds I recommend the following youtube video įor the sake of simplification, I'll be forcing a name choice for each sound in the folder, but this doesn't mean you can't find your own way of doing. There are more, but with this ones you can pretty much hitsound most music out there. For a drum-kit that makes most of the percussion in rock music you need to know each of the following sounds For the sake of simplification, we will use rock. (For this tutorial keysounding won't be mentioned as a part of melody hitsounding.)Īlmost every sample available will be used for instrumental, leaving only normal-hitwhistle and soft-hitwhistle for melody samples.įirst, you need to know what sounds are used for most music in its percussion. **Melody** is for string, vocals, piano activelly mapped that also needs feedback but can't be hitsounded as beats only. Usually accounts for the majority of the samples.

**Instrumental** is the most important part in terms of feedback. Hitsounding can be split in 2 main parts: You should replicate the song instrumentation in a way that it doesn't blend in too much (with the actual music) for feedback reasons but also doesn't dissonates from the song original percussion and melody.
