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Midi to osu!Mania keysound+beatmap converter (Automap-chan) 6ja3z

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Topic Starter
Made a java software that converts midi -> osu with help of Aqo

Temporary name: Automap-chan
Character design:
Thanks to Various Artists - Para's Piano Collection
Kiki with Ayato - Oceanus
silentch with Various Artists - Piano 7K BMS Pack
Pikechu with Various Artist - Pike's 7K Piano Pack 1
Zenonia with his SDVX , IIDX midi 7K piano mapset
and [ Reversal ] la with MIDI Stuff - Dandelion's Promise



Here are a few maps created with it for you to try out:
Touhou - UN Owen was Her
http://puu.sh/nZWcs/33a85834eb.osz

Touhou - Beloved Tomboyish Girl
http://puu.sh/nZQ4O/904e87f4cf.osz

Supercell - Odds & Ends
http://puu.sh/nLrz2/eac85b4e30.osz

Yamada & 7 witches OP
http://puu.sh/nLoHP/5cd85fe63e.osz

Supercell - Sayonara Memories
http://puu.sh/nJgxl/1ea31a9d4a.osz

TalesWaver - Second Run
http://puu.sh/nJdfp/f4c3f72a6c.osz

Vocaloid - Rolling Girl
http://puu.sh/nEvQ3/4a30731bbc.osz

Oregariu - Everyday World
http://puu.sh/nJiIz/9535cdd976.osz

Rewrite - Philosophyz
http://puu.sh/nqq1J/dc968c6e60.osz

Golden Time - Sweet & Sweet Cherry
http://puu.sh/nqqCQ/64ccbcca58.osz

Bakemonogatari - Kimi no Shiranai Monogatari
http://puu.sh/nD4Bl/316bf55bdd.osz

Hyouka - Mikansei Stride
http://puu.sh/nqp42/705189855e.osz

Tari Tari - Kokoro no Senritsu
http://puu.sh/nqiWO/82b32cab7d.osz

Fate Zero - Oath Sign
http://puu.sh/nqjGM/f4e2f6008d.osz

Shigatsu wa kimi no Uso - Hikaru Nara
http://puu.sh/npqnQ/265bf3d3ee.osz

Expelled from Paradise - EONIAN
http://puu.sh/nppBt/449a1bb219.osz

Madoka - Sis Puella Magica!
http://puu.sh/nofkT/1f6358d76e.osz

Haruhi - God knows
http://puu.sh/nmSR3/b43b43cd0a.osz

No Game No Life - This Game
http://puu.sh/nmKP5/cef275348f.osz

Dantalian no Shoka - Cras numquam scire
http://puu.sh/nmCnS/5275996a4a.osz

Egoist - Euterpe
http://puu.sh/nmBBL/94b7834dc3.osz

Ef a tale of memories - A moon filled Sky
http://puu.sh/nmA2Y/1566d9b677.osz

Hyouka - Yasashisa no Riyuu
http://puu.sh/nm214/70b369ce12.osz

Nichijou - Zzz
http://puu.sh/nmy4b/008cfee9c1.osz

Narcissu OST (2-3 stars):
Scarlet
http://puu.sh/nm0rS/546c2d2290.osz
Lamune79s
http://puu.sh/nm0CC/8a6c4e3722.osz
Narcissu
http://puu.sh/nm0Z0/be50fae965.osz
Nacissu 2nd
http://puu.sh/nm1l1/91d8fd559b.osz

Jiyuu no tsubasa
http://puu.sh/njpW8/6f19f2da48.osz

Fubuki:
http://puu.sh/njjVf/13b9745fbc.osz

Virgin Forest (contain 16 instruments):
http://puu.sh/njs24/89a2ca49d7.osz

Tokimeki Poporon:
http://puu.sh/ni7Qv/ddfb6812c6.osz

Brave Heart:
http://puu.sh/ni37b/7eae2d788e.osz

Electric angel:
http://puu.sh/njrta/8d2951ba4c.osz

KurousaP - Senbonzakura (3C = max of 3 chord)
http://puu.sh/neyjW/3ef011d034.osz
------------------------------------------------------------------------------------------------------------------
Testplay by Renosoko
4K

7K

------------------------------------------------------------------------------------------------------------------

DL link below (Jvm required)
put all files (except your midi) at same location as the jar file.
Updated: Jan 21, 2019

Source code and Automap-chan
https://github.com/dudehacker/Automap-chan


------------------------------------------------------------------------------------------------------------------

How to use:
Step 0: Find a midi of song you like

What is Midi?
In simple , Midi is a digital music sheet, computer reads it then plays it accordingly using available instruments. Midi does not contain human voice.
You can't convert mp3 into midi.

Step 1: Choose a midi and convert + export sounds
Detailed Guide for how to use Automap-Chan
The first window you see when you open Automap-Chan is to pick a midi you want to convert to osu beatmap.


Next window is convert options.

1: List of tracks in your midi file, each track represents 1 instrument.
You can select a track, it becomes highlighted like track 2 in the picture.
Once a track is selected, you may change its instrument or volume using the buttons in area 8 or use playback control buttons in area 7
2: List of tracks that you want to set as Storyboard in your map , use buttons from area 4 to bring import tracks from area 1.
3: List of tracks that you want to play in your beatmap, use buttons from area 5 to bring import tracks from area 1.

If a track is not in area 2 or area 3 then it wont show up in the beatmap.
6: Empty area 2 and area 3
9: Difficulty = 1 means a lot of notes that comes from tracks in area 3 will be send to Storyboard to reduce difficulty.
Max Chord = the maximum size of chord allowed in your beatmap.
For example, this is a chord of size 4


Keyset = how many keys is your beatmap? usually 4 or 7
If you check the "Co-op" box then the Keyset is doubled, you can go from 1 to 18 keys

10: Extract hitsound, if you are converting the same midi for a second time with same options and you already extracted the hitsound, then you may uncheck it.
Custom hitsound = checked , use grand piano hitsound made by LordRaika instead of making Automap-chan create hitsounds.
The hitsounds used are located in Grand Piano folder, you may replace them with your own hitsound if desired. you will need to update the file names in convert.csv if different from default names.
Pro: Save a lot of time. Less files.
Con: Bigger size per file, only piano available as instrument choice, less pitch and duration variety for each note
Recommended use only when piano is the only instrument in your midi, and your song does not have a lot of sound variety.

Merge notes faster than 1/4: create less files by merging the different duration of same pitch into a 1/4 duration note if the duration is shorter than 1/4.
Example, if your note is duration of 1/8 or 1/16 it will become 1/4 with this option checked, a 1/2 note will stay as 1/2.
11: Create your beatmap!

Step 2: Create a folder in osu/songs
Step 3: Once the program finish running, drag the output (hitsounds + .osu file) into the folder created in step 2
Step 4: Edit the metadata and/or add picture
Step 5: play
------------------------------------------------------------------------------------------------------------------

Hit Sound Limitations
1. Volume
use audacity to change all the hitsound files volume:
http://theaudacitytopodcast.com/tap095-how-to-use-chains-in-audacity-to-save-time/

2. File Size
To further compress hitsound file size, use a program like WinLame to convert wav files to ogg, then rename them all into wav. Currently secretly ed by osu.
To rename file on windows:
1. Open cmd
2. navigate to folder containing all hitsound file with "cd" command
3. use the following command: "ren *.ogg *.wav"

------------------------------------------------------------------------------------------------------------------
Update (July 30, 2016)
Made a new tool that convert all LN in a map into short notes. It will be same start time, same column, same volume for hit sound.
I shall call it Rice Cooker

DL : https://drive.google.com/open?id=0B_DjSSnDr_wyNlNXZzdTOXc0ZnM

More tools here https://osu-ppy-sh.cinevost.com/forum/p/5392330
Looks really interesting and promising, will be waiting for the public release x)
This informative post will be deleted anyway, just move along

Rori Vidi Veni wrote: 64616m

.ssc(yes, Stepmania does take keysounds)?


aaaaaaaaaaahahahahahahahahahahahahahaha i'm here to laugh at your ignorance, you made me for this ahahahahahaha

it does but you're limited to playing as many simultaneous sounds on a single row as lanes you have, so if you have, like, a 4k chart, stepmania won't be able to play more than 4 new sounds at any given row. and that's not only a format limitation - it's a stepmania limitation.

consider yourself informed.
.
This project is awesome (Kuchizuke Diamond is so fun), I'm really interrested to use it too but I don't have any knowledge about java and stuff, so meh ... :c
Anyway really good job dudehacker !
Wow I'm impressed by the demo file! For a converted map, it's pretty damn good.


pls make S3M, xm, it, etc tracker file converter.. PLEASE
Topic Starter

abraker wrote: 6w3t1z

Wow I'm impressed by the demo file! For a converted map, it's pretty damn good.


pls make S3M, xm, it, etc tracker file converter.. PLEASE
I have no clue what those are, the only rythme game i play atm is Osu.

dudehacker wrote: 4s4e3f

abraker wrote: 6w3t1z

Wow I'm impressed by the demo file! For a converted map, it's pretty damn good.


pls make S3M, xm, it, etc tracker file converter.. PLEASE
I have no clue what those are, the only rythme game i play atm is Osu.
Oops they are actually called module files, trackers are what they are made with. The best way I can describe them is that they are like midi files that also contain samples for the sounds to be played in a 8bit or 16bit format. Most chiptune music is made with tracker software which saves in one or more of those formats.

You can read more about them here
Topic Starter

abraker wrote: 6w3t1z

Oops they are actually called module files, trackers are what they are made with. The best way I can describe them is that they are like midi files that also contain samples for the sounds to be played in a 8bit or 16bit format. Most chiptune music is made with tracker software which saves in one or more of those formats.

You can read more about them here
Ok i understand the file format now, but my question is do you have a source where you can get plenty of anime/VN/vocaloid/touhou music in mod format?
I think midi is more popular format, so I dont see the need to make a new program for MOD files. If you do have a good source where I can find songs i cant find in midi then I will consider making it for MOD files as well, also depends on how complicated the format is, i havent done a full research on it yet.
Why just anime/VN/vocaloid/touhou music? LR2 or stepmania have some good stuff without them and chiptune or game music can be used some really good maps at a higher difficulty. There is a whole database right here.
Wow really cool stuff right there.

This could open up a whole new way of dealing with/creating new keysounded maps. Hope to see more as there are great pieces I have in mind which I'd like to map but eh
Can you add a bpm change from midi to osu?
Topic Starter

O2MasterFX wrote: 4c401f

Can you add a bpm change from midi to osu?
do u mean timing sections for SV?
I believe he means red lines as in tempo (BPM) changes
Topic Starter

PyaKura wrote: f4o2a

I believe he means red lines as in tempo (BPM) changes
those red line is timing section lol
it could be easily added as feature. i already have it inside my program just not shown to .

dudehacker wrote: 4s4e3f

those red line is timing section lol
Ok that was confusing considering most of us use "SV" to refer to green lines specifically
Topic Starter

PyaKura wrote: f4o2a

dudehacker wrote: 4s4e3f

those red line is timing section lol
Ok that was confusing considering most of us use "SV" to refer to green lines specifically
right my bad, i forgot about green lines. never did SV for my maps
Made some maps with this software. This is fun.

Kuchizuke Diamond filesize: 552KB Difficulty: 3.7*

Extra Magic Hour filesize: 4.4MB Difficulty: 4.6*

SPOILER
hey this software is great. any chance you'll make it output notes sorted by pitch in 7K instead of randomly?

just do a per-chord pitch sorting while doing a minimal amount of taking hands into

lets say the input midi file has this:


going from top to bottom, right hand here has 4 notes and left hand has 2 notes
right hand plays A,F,C,A
left hand plays F,F

so the output note placement should be:



the general way your algorithm should work is like this:


i.e. every time there's a chord:
step 1: make a list of all right hand notes, sorted by pitch
step 2: make a list of all left hand notes, sorted by pitch
step 3: place all the right hand notes going from right to left going from highest pitch to lowest
step 4: place all the left hand notes going from left to right going from lowest pitch to highest

this algorithm should be super simple to implement and it would place all chords in a way that is both pitch-relevant and hands-accurate.

as for pitch differences between different chords/notes on different timings, only leave one condition where if the music repeats the map also repeats but if the music doesn't repeat then the map also doesn't repeat, no need to take pitch-relevancy into between different timed notes because there simply isn't enough columns in the game to do this perfectly and writing an algorithm that gives a semi-perfect solution would be way too complicated.

for example if the midi goes like this (looking at right hand only):


first five notes repeat, then it starts changing. the 6th and 8th note are the same one in the music, but it doesn't have to be the same one in the output note placement, because that would overly complicate the algorithm. it's enough that in the output the first 5 notes would be all on the same column while the following ones be on different ones, for example:



this would be a theoretically "perfect" transcription but the algorithm for this would be rather complicated to take higher density stuff into . whereas a simple solution could give something like:



which is fine too really

the only "problem" can arise around the purple area of columns 3,4,5 which can either belong to right hand or left hand depending on the density in the music. the simplest solution to this would just be to just ditch previous note relevancy and just place notes in remaining room when you run out of columns, prioritizing placing right hand notes in the rightmost available columns, and left hand notes in the leftmost available columns.

algorithm-wise this should be very simple to write, just one loop with a few conditionals on numbers. Any chance for this to happen? If you make this it would mean the outputs of your program would already be pretty much playable chart files with almost no requirement to "fix the notes" from a mapper.
this is very brilliant to the point it depressing to me as a mapper lol
Can you make it convert to max 18 keys (co-op 9keys) ?
Topic Starter

winnerspiros wrote: 521j60

Can you make it convert to max 18 keys (co-op 9keys) ?
i dont know how those beatmap are made, if you give me a beatmap like that maybe i can.

dudehacker wrote: 4s4e3f

i dont know how those beatmap are made, if you give me a beatmap like that maybe i can.
for keys the format is keys=10,12,14,16,18 | key count: 11,13,15,17 doesn't exist
for hit objects the x value goes from 14 to 497
I think everything else is the same.

Here are some x valus for every key (hope it helps) :


18 keys
key1=14
key2=42
key3=71
key4=99
key5=128
key6=156
key7=184
key8=213
key9=241
key10=270
key11=298
key12=327
key13=355
key14=384
key15=412
key16=440
key17=469
key18=497

16 keys
key1=14
key2=42
key3=71
key4=99
key5=128
key6=184
key7=213
key8=241
key9=270
key10=298
key11=327
key12=355
key13=384
key14=440
key15=469
key16=497

14 keys
key1=14
key2=42
key3=99
key4=128
key5=164
key6=201
key7=237
key8=274
key9=310
key10=347
key11=384
key12=420
key13=457
key14=493

12 keys
key1=42
key2=64
key3=106
key4=164
key5=201
key6=237
key7=274
key8=310
key9=347
key10=384
key11=448
key12=493

10 keys
key1=42
key2=64
key3=106
key4=164
key5=237
key6=274
key7=310
key8=384
key9=448
key10=493
Topic Starter

winnerspiros wrote: 521j60

dudehacker wrote: 4s4e3f

i dont know how those beatmap are made, if you give me a beatmap like that maybe i can.
for keys the format is keys=10,12,14,16,18 | keys 11,13,15,17 dont exist
for hit objects the x value goes from 14 to 497
I think everything else is the same.

Here are some x valus for every key (hope it helps) :


18 keys
key1=14
key2=42
key3=71
key4=99
key5=128
key6=156
key7=184
key8=213
key9=241
key10=270
key11=298
key12=327
key13=355
key14=384
key15=412
key16=440
key17=469
key18=497

16 keys
key1=14
key2=42
key3=71
key4=99
key5=128
key6=184
key7=213
key8=241
key9=270
key10=298
key11=327
key12=355
key13=384
key14=440
key15=469
key16=497

14 keys
key1=14
key2=42
key3=99
key4=128
key5=164
key6=201
key7=237
key8=274
key9=310
key10=347
key11=384
key12=420
key13=457
key14=493

12 keys
key1=42
key2=64
key3=106
key4=164
key5=201
key6=237
key7=274
key8=310
key9=347
key10=384
key11=448
key12=493

10 keys
key1=42
key2=64
key3=106
key4=164
key5=237
key6=274
key7=310
key8=384
key9=448
key10=493
ok will try it later. can u send me an existing 18k beatmap?

dudehacker wrote: 4s4e3f

ok will try it later. can u send me an existing 18k beatmap?
I guess this??
Topic Starter

winnerspiros wrote: 521j60

dudehacker wrote: 4s4e3f

ok will try it later. can u send me an existing 18k beatmap?
I guess this??
Okay i investigated the format, and its possible to have a convert for this. However i need do some heavy change in my code for this to happen, since everything was made assuming max is 9 key. It might take me a while to make it because i have other more general things to improve on first, such as selective note input for multiple tracks and more hitsound quality vs size options. Since 18k is assumed to be played by 2 players with 9k each, the pattern algorithm also need reworked to reflect this change.
For changes like this, I would suggest you consider putting your code up on github so other people can do more than just suggest changes. For example, I might be able to make the necessary changes to allow for up to 18k and submit a pull request with the changes.
Topic Starter

Bobbias wrote: 37b3p

For changes like this, I would suggest you consider putting your code up on github so other people can do more than just suggest changes. For example, I might be able to make the necessary changes to allow for up to 18k and submit a pull request with the changes.
but my structure is super messy too ashamed to put it on github, maybe after i clean it up. Also need look up how to use github properly.
But the biggest reason is aqo is the one who made pattern algorithm and he doesn't want it to be known to people. I can send you a copy of source code if you get his permission.
it's not that I don't want it to be known to people I just feel that mappers would fall into despair if they knew how simple it is
LOL. I havent checked the converter out properly yet (that is, I havent actually tried anything it's created yet), but I honestly don't think releasing the note generation algorithm is going to affect anyone. Most mappers are too disconnected from the community to even check something like this out.
bobby pls...............
Consider that there are a LOT of people who have made maps. when I say mappers, I mean anyone who has made a beatmap. Many mappers never check the forums at all, and of those who do I'd bet not every one of them will have seen this thread, so my point stands.
in fact picking out sounds from an mp3 takes a lot of time when mapping, which this converter skips that completely by using midi.

and mp3 to midi is very difficult for computers
Topic Starter

pwhk wrote: 3qv1p

in fact picking out sounds from an mp3 takes a lot of time when mapping, which this converter skips that completely by using midi.

and mp3 to midi is very difficult for computers
Indeed i looked up mp3 instrument/vocal recognition researches, it is too complicated for me to understand how. But i believe in a few years people will release free library that could achieve this. It will make mapping a lot easier.
Topic Starter
Update Log: March 18, 2016
- 10k-18k for coop play
- midi playback
- instrument change for each track in midi
- volume change for each track in midi
- select which track to use as hit objects and which track to send to background/Storyboard
- difficulty setting for beatmap note density

dudehacker wrote: 4s4e3f

Update Log: March 18, 2016
- 10k-18k for coop play
I want to see an 18k liveplay so bad now
Topic Starter

abraker wrote: 6w3t1z

dudehacker wrote: 4s4e3f

Update Log: March 18, 2016
- 10k-18k for coop play
I want to see an 18k liveplay so bad now
u can just convert any midi and watch autoplay lol
That's not as amazing as seeing an actual human playing it. Hopefully this will allow more maps to practice with.
Topic Starter

abraker wrote: 6w3t1z

That's not as amazing as seeing an actual human playing it. Hopefully this will allow more maps to practice with.
I dont know anyone who can play 18k lol, Hopefully the person who requested it can play it. i dont want my effort go to waste
abcdullah can play up to 16K idk 18K haha
This and that are 14K+2 but it should give you an idea of what 16K and beyond look like.
why link screen recordings

have some hands



Topic Starter
link updated on top.

April 3rd, 2016

Bug Fix
1. Fixed window freezing when converting. Progress bar now update properly as the hitsounds are being extracted.
2. Fixed labels for difficulty, key set and max chord not showing when window is first initialized.
3. Completely removed LN from converter, as I haven't made an Overlap Prevention algorithm for LN yet.

New features
1. Now midi file with 16 instruments in a single track.
2. Added drum kits from Roland GS
https://en.wikipedia.org/wiki/Roland_GS
Topic Starter
I will new converts to an osu beatmap hosting site. It seems to have unlimited and also looks better than a simple file hosting site like puush.
You can get latest maps here:
http://osump.net//dudehacker
I will also add 4K to every new convert from now on
I found some of your Automap-chan maps on osu!mp. Totally blown away by the quality of the autoconverts (for 7K anyway, LN suck), good job!

I'll give the .jar converter now :)

Edit: Tried to use the convert some .midi but no files are exported? The .jar file just stops for a second then closes ._.
Auto Map -> AMA -> Ama-chan? or Acha-chan?
Topic Starter

Aras25 wrote: 1n3vw

Auto Map -> AMA -> Ama-chan? or Acha-chan?
idk how u get AMA to Acha , nor what it means lol
I have converted some SDVX , IIDX midi 7K

all are KS7-7K except Freedom Dive

5*+

List : http://puu.sh/p53Dm.png

DL: https://www.dropbox.com/sh/xyb2gd6n7l4f ... E0ZRa?dl=0



MIDI Convert.rar = All in one



20 Songs so far :D


===========================================


Reduce keysound size and ed to : https://osu-ppy-sh.cinevost.com/b/986543&m=3


============================================
Topic Starter

Zenonia wrote: 54y6q

I have converted some SDVX , IIDX midi 7K

all are KS7-7K except Freedom Dive

5*+

List : http://puu.sh/p53Dm.png

DL: https://www.dropbox.com/sh/xyb2gd6n7l4f ... E0ZRa?dl=0

MIDI Convert.rar = All in one
Very nice, i shall try this later, BTW osu!mp is a great site to maps compared to dropbox
The application crashes (closes itself without any error message) after opening the MID file if "keyCount" in config.properties is bigger than "maxChord" (It is possible to have set the maxCord value higher than the keycount by using the program normally, for example, setting the maxChord to 6 while converting a 5k+Coop=10k map).

Related to the previous issue, in the settings window, you can't set the maxChord variable higher than the keyCount set when the window was created.
Topic Starter

Full Tablet wrote: 2h7156

The application crashes (closes itself without any error message) after opening the MID file if "keyCount" in config.properties is bigger than "maxChord" (It is possible to have set the maxCord value higher than the keycount by using the program normally, for example, setting the maxChord to 6 while converting a 5k+Coop=10k map).

Related to the previous issue, in the settings window, you can't set the maxChord variable higher than the keyCount set when the window was created.
Very good point, I will try fix this asap, thank you for

Edit: fixed the problem and updated GUI for more responsible value display while you drag the slider around. Also using google drive instead of puush
For some reason converts are speeding up to 150 bpm after 16,5 seconds (or a 16500 offset) after the first timing point in the map seen in multiple maps even though the original midi bpm file stays the same.

Checked with a song which start off as 120 bpm and then changes to 180 bpm but ends up looking like this http://puu.sh/p7RN1/78a0871f44.png (which also happens to other songs)

Really dig the program so far, thanks a lot.
Topic Starter

Omgforz wrote: 4n2f22

For some reason converts are speeding up to 150 bpm after 16,5 seconds (or a 16500 offset) after the first timing point in the map seen in multiple maps even though the original midi bpm file stays the same.

Checked with a song which start off as 120 bpm and then changes to 180 bpm but ends up looking like this http://puu.sh/p7RN1/78a0871f44.png (which also happens to other songs)

Really dig the program so far, thanks a lot.
ya sorry i was working on my own beatmap with 4 custom bpm setting and forgot to turn it off when i released new version of Automap-chan. i released the fixed version few hours later. i guess u were lucky to get the bad one lol. re and it should work. if not let me know i fix it tonight.

thx for making more keysound map for this community. send me a link when u done.
Alright, I've been playing around and testing the program quite a lot in the past few days.

A minor thing is that it might be useful for the purpose of testing settings to include a button which sets all unselected tracks to sample or hitsounds, because on songs with 10 tracks or more I found myself clicking quite a bunch when creating lots of difficulties to see its results (for trying out tracks + difficulty settings to get a good difficulty curve going). Even something as simple as having a hotkey for asg a track to hitsounds or sample would be good enough. (like pressing on a track and just hitting h or s)

Notes which are short feel like they're on for a bit longer than expected after exporting hitsounds, causing the string instruments to overlap and sound bad. ( https://www.youtube.com/watch?v=7XN0hFtrITQ ) midi in question: http://puu.sh/pkCVV/5913366e5b.mid (this also happens in other midis though)

Also, is there an easy way to put all the hitsounds into a sub-folder without having to rename all the paths? Would be handy for a mapset with different midis.


That's pretty much all I've got for now, really appreciate the work you've put into this.
Topic Starter

Omgforz wrote: 4n2f22

Alright, I've been playing around and testing the program quite a lot in the past few days.

A minor thing is that it might be useful for the purpose of testing settings to include a button which sets all unselected tracks to sample or hitsounds, because on songs with 10 tracks or more I found myself clicking quite a bunch when creating lots of difficulties to see its results (for trying out tracks + difficulty settings to get a good difficulty curve going). Even something as simple as having a hotkey for asg a track to hitsounds or sample would be good enough. (like pressing on a track and just hitting h or s)

Notes which are short feel like they're on for a bit longer than expected after exporting hitsounds, causing the string instruments to overlap and sound bad. ( https://www.youtube.com/watch?v=7XN0hFtrITQ ) midi in question: http://puu.sh/pkCVV/5913366e5b.mid (this also happens in other midis though)


That's pretty much all I've got for now, really appreciate the work you've put into this.
1. sure I will add 2 button to set all tracks to sample/hit object, and 2 other buttons to set all unselected track to sample/hit object, and 1 more button to unselect all selected sample/hit object

2. this was intended since most converts are done in piano, and it sounds better when a short sound is longer, also its purpose is to reduce number of hit sound produced. For example, for note of same pitch, a 1/8 or 1/16 beat note will be using the 1/4 beat hit sound to save space. I'm not sure how bad this sounds for a string instrument, I will try to to allow to enable/disable this function depending on the instrument

Omgforz wrote: 4n2f22

Also, is there an easy way to put all the hitsounds into a sub-folder without having to rename all the paths? Would be handy for a mapset with different midis.
Sorry can you please elaborate on this? I don't understand what you trying to say.

I will try finish the changes this week, if not, next week latest.
Thanks for the quick answer.

On the point of having hitsounds in sub-folders i meant having the extracted keysounds in folders in the main song folder so the .wav files aren't all just jumbling around in the main folder next to the .osu files. I thought that if you have multiple midis with extracted keysounds some files might overlap'n stuff, also it looks a lot neater that way.

Though, with that being said I just tried and tested the import of samples and it seems like they automatically get added to the main folder, so I'm not even sure anymore if this is possible because osu might not like relative paths into sub-folders for imported samples. (isn't important anyway, was just an extremely minor thing)

And that opt-out feature will help a lot, a few songs sound incredibly bad to the point that the overlapping strings overpower every single other instrument. The one I showed was quite tame in comparison. But I see the idea of saving space makes sense, having multiple lengths for one pitch would increase the filesize by a bit.
Topic Starter

Omgforz wrote: 4n2f22

Thanks for the quick answer.

On the point of having hitsounds in sub-folders i meant having the extracted keysounds in folders in the main song folder so the .wav files aren't all just jumbling around in the main folder next to the .osu files. I thought that if you have multiple midis with extracted keysounds some files might overlap'n stuff, also it looks a lot neater that way.

Though, with that being said I just tried and tested the import of samples and it seems like they automatically get added to the main folder, so I'm not even sure anymore if this is possible because osu might not like relative paths into sub-folders for imported samples. (isn't important anyway, was just an extremely minor thing)

And that opt-out feature will help a lot, a few songs sound incredibly bad to the point that the overlapping strings overpower every single other instrument. The one I showed was quite tame in comparison. But I see the idea of saving space makes sense, having multiple lengths for one pitch would increase the filesize by a bit.
Ah I see what you meant, u wanted all hit sounds to be saved in a sub folders under osu/songs/your song folder/hitsounds-song1/
osu/songs/your song folder/hitsounds-song2/
etc

In case you have hit sounds from multiple midi in the same folder, each hitsound is named after the instrument, pitch and duration. Unless your songs have a very big difference in bpm then overlapping would be good since it can save space. Since a 1/4 note in 60 bpm is not equal to a 1/4 note in 200 bpm, in that case overlapping is bad.

Speaking of overlapping you actually reminded me that big bpm change could occur within a song. So i need prevent overlap even for just 1 song by adding bpm into the hit sound name.
So it would look like this: instrumentID_bpm_pitch_duration.wav.
If overlap occurs, then it would only save u space since the sound would be identical.

yes finding that osu file within tons of hitsound could be annoying but that is osu limitation, i cant do anything about that. CTRL+F and proper naming would help a bit.

btw if you have good hearing, would u mind testing the difference of 1. using blank mp3 or 2. setting the audioInfo as : virtual in osu file (what Im doing currently)
in either case the hitsound are the same, its just to see how osu reacts to having mp3 or not in the beatmap.
Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual
Topic Starter

Omgforz wrote: 4n2f22

Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual
thanks for testing. not having mp3 saves a lot of space so thats good to hear

dudehacker wrote: 4s4e3f

Omgforz wrote: 4n2f22

Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual
thanks for testing. not having mp3 saves a lot of space so thats good to hear
try 8kbps mp3 lol
not having an mp3 and using virtual breaks the usage of halftime and doubletime mods. try it.

the hitsound quality ends up being worse on normal speed too, but many people might not realize it if they hadn't heard the alternative.
virtual also breaks the editor, making is very difficult to edit the chart.

the benefits of using a highly compressed empty mp3 far outweigh the disadvantage of having a few more kb on the set
Topic Starter

Aqo wrote: 2f6o2o

not having an mp3 and using virtual breaks the usage of halftime and doubletime mods. try it.

the hitsound quality ends up being worse on normal speed too, but many people might not realize it if they hadn't heard the alternative.
virtual also breaks the editor, making is very difficult to edit the chart.

the benefits of using a highly compressed empty mp3 far outweigh the disadvantage of having a few more kb on the set
fine i will put that on my TODO list for next update
Topic Starter
Change log (June 11, 2016):

-Added 5 new buttons to quickly move notes to either sample or hit note track list or clear them all.
-Added option to not merge notes that are shorter than 1/4 notes into 1/4 note.
Here is a demo: http://osump.net/mapsets/575c93780307c26b29415506

Next update:
-option for empty mp3 instead of virtual(no mp3)
-option for using ogg renamed as wav for hit sounds
Tried the new version and it sounds a lot better, but there's a little bug which assigns a hitsound to a note which does not exist in the folder.

Midi in question: http://puu.sh/prsKM/aa029b420a.mid
(tried export with 5k coop + difficulty 4, chord max 3, and all tracks on keysound)
It happens during a multitude of bpm changes, it tries to find this keysound, but it's nowhere to be found. http://puu.sh/prsQV/d03cf776db.png
so it pretty much stays silent. this also happens a few random times in the song (not during bpm changes, but during them you seem to lose most of the notes for some reason)

Keysounds to export were listed as 484, and I can see all 484 .wav files in the folder, so it seems like before exporting is where the problem appears.

Also, when fiddling around I found that perhaps a "mute/unmute all tracks in sample or keysound" button would help out trying to find what you're actually trying to play or not. (sometimes there's lots of bass with various instruments to filter out to not have 6 chords all the time while you still want a high chord number on later sections) That would definitely help out midis with multiple tracks.
Topic Starter

Omgforz wrote: 4n2f22

Tried the new version and it sounds a lot better, but there's a little bug which assigns a hitsound to a note which does not exist in the folder.

Midi in question: http://puu.sh/prsKM/aa029b420a.mid
(tried export with 5k coop + difficulty 4, chord max 3, and all tracks on keysound)
It happens during a multitude of bpm changes, it tries to find this keysound, but it's nowhere to be found. http://puu.sh/prsQV/d03cf776db.png
so it pretty much stays silent. this also happens a few random times in the song (not during bpm changes, but during them you seem to lose most of the notes for some reason)

Keysounds to export were listed as 484, and I can see all 484 .wav files in the folder, so it seems like before exporting is where the problem appears.

Also, when fiddling around I found that perhaps a "mute/unmute all tracks in sample or keysound" button would help out trying to find what you're actually trying to play or not. (sometimes there's lots of bass with various instruments to filter out to not have 6 chords all the time while you still want a high chord number on later sections) That would definitely help out midis with multiple tracks.
Sorry I was kinda busy so I didnt do a lot of testing for the latest release, Thanks for pointing out the bug. I will get it fixed this week.

There is actually a mute and solo button, it applies to the track regardless of you sending it to storyboard or hitnotes. you can also use mute on multiple tracks.
I do not plan to make Automap-chan have a lot of midi editing/playback abilities as this is meant to be a converter not a midi editor.

For more midi playback functionality, you should use a midi editor, Anvil Studio is a free one.
Automap-chan track ID = Anvil Studio channel ID + 1
Topic Starter
Change log (June 14, 2016):

-Fixed bug where notes with same instrument, same pitch, same duration but different bpm would not be extracted properly.
DL: https://drive.google.com/open?id=0B_DjSSnDr_wyRUlkOTYxcFJZWE0


Next update (will start working on it after 1st week of July) :
-option for empty mp3 instead of virtual(no mp3)
-option for using ogg renamed as wav for hit sounds
Topic Starter
Update (July 8, 2016)
-ed source code to Github:
https://github.com/dudehacker/Automap-chan
Topic Starter
Update (July 11, 2016)
- Added Sort by pitch for each chord in beatmap
- Auto Generate empty mp3 that is same duration as midi
- Convert WAV hit sounds to OGG then renamed as WAV files (Currently mandatory, haven't updated GUI to make it optional)

Demo: http://osump.net/mapsets/578459204903ea4321f667cc
Temporary DL (will update when GUI is updated): https://drive.google.com/open?id=0B_DjSSnDr_wyQy1HRjlWUXFJeDg
mmmmmm so much update good to see ;)
Topic Starter

Renosoko wrote: 6c5j39

mmmmmm so much update good to see ;)
There are much more to come still, need make my baby grow until I'm satisfied
Topic Starter
Update (July 17, 2016)
made another program that allow you to easily copy a foreground hitsounded note to background as sample
DL:https://drive.google.com/open?id=0B_DjSSnDr_wydkRFS2daQnFveWs



Step 1: Click "Import" to choose the beatmap you want to edit, it will be overwritten later
Step 2: Go in Osu Editor and copy the notes you want to send to storyboard/background and paste it in my program, you can have multiple lines
Step 3: Make sure the beatmap is not open in Osu editor, and click "Export" button.

Hope this tool will allow you to easily make more difficulty, using Automap-chan convert as basis.

Will try to combine this with Automap-chan later.
Topic Starter
Update (July 28, 2016)
- Fixed LN bug for midi with large resolution
- Fixed WAV->OGG bug, now it is stereo channel

DL: https://drive.google.com/open?id=0B_DjSSnDr_wyS2lpbHpCWFhwa1E
Topic Starter
Update (July 30, 2016)
Made a new tool that convert all LN in a map into short notes. It will be same start time, same column, same volume for hit sound.
I shall call it Rice Cooker

DL : https://drive.google.com/open?id=0B_DjSSnDr_wyNlNXZzdTOXc0ZnM

I haven't tested it with other gameplay modes. so only use it for mania.
Topic Starter
Updated Dec 7, 2016
-Fixed bug with a 2h long midi causing it to crash.

DL:
https://drive.google.com/file/d/0B_DjSSnDr_wyX3VsRlZDU2E0ajQ/view?usp=sharing
did i miss something? // btw can u add your tools at the first page? (rice cooker , import export hitsound) thx <3


no hit object uhh?
Topic Starter
Update : Dec 8, 2016
What dec 7 version should have been.

http://puu.sh/sIVuS/1e0e174def.jar


seems broken file

but why others not?



midi file : https://drive.google.com/file/d/0ByfyV8 ... J2OE0/view
Topic Starter
please send me midi let me dubug
Topic Starter
Update: Dec 14 , 2016

Thanks Zenonia for finding a new bug.

The 24 channel midi file your provided had some Channel Volume Change events (with 0 volume) before the Note Off events, so it caused some notes to have 0 volume which is why the hitsound is silent.

DL: https://drive.google.com/open?id=0B_DjSSnDr_wyNzlOczd1WEVvazg
Topic Starter
Update: Dec 16, 2016

Fixed mp3 duration bug from Dec 14, 2016 version.

https://drive.google.com/open?id=0B_DjSSnDr_wyLUM0VzR5MDdKSTA
duudee this is very nice indeed, i wish i found your thread a long time ago
anyway thanks for sharing :)

edit: welp, I've turned off any antivirus, unblock the security and still crashed.
I'm using Java 8.111, OS win7 x64

midi file: https://drive.google.com/file/d/0ByfyV8 ... dqd2s/view
I really want to play the song on osu :(
I have been stugling with this for 3 h and I do not get any output... :cry: The program opens I chose the .mid then the second window does not apear it just crashes to me...
Not even sure how to name the .properties file.
Should the .proprieties file be named: f41affba00.properties
or config.properties like you have in github?????
Please help.
Topic Starter

Cra Dow wrote: 472n4q

I have been stugling with this for 3 h and I do not get any output... :cry: The program opens I chose the .mid then the second window does not apear it just crashes to me...
Not even sure how to name the .properties file.
Should the .proprieties file be named: f41affba00.properties
or config.properties like you have in github?????
Please help.
leave it as config.properties.
try a different midi file? its possible that it is not able to parse the file. not all midi file follow same convention.

if that doesnt work , send me ur midi file so i can debug
Here is a zip file with a video of my desctop while trying to run the program, .mid files, config.properties file and the latest verison of your program that I used to make sure if I did mess up something: https://drive.google.com/open?id=0B_edr ... jduMkVOLWc
Thanks for the .
Topic Starter

Cra Dow wrote: 472n4q

Here is a zip file with a video of my desctop while trying to run the program, .mid files, config.properties file and the latest verison of your program that I used to make sure if I did mess up something: https://drive.google.com/open?id=0B_edr ... jduMkVOLWc
Thanks for the .
I was working on an update (see below) and could have compiled the unfinished code by accident, sorry I don't really have a lot of time to do testing and make my program perfect. But I will do my best to fix problems if you find any. I tried making a map with oceanus.mid with new release and it works, haven't checked the other midi files, send me a PM if they dont work.

Updated 21 Jan 2017

Unzip everything before you run. KEEP THE FILES TOGETHER, DON'T MOVE THEM INTO SEPARATE FOLDERS
: https://drive.google.com/open?id=0B_DjSSnDr_wyRm1fTzJ3R2gzTE0

- Added error messages so you can debug the common problem of missing files.
- Improved properties file loading/saving logic.
- custom hitsound, so you do not need Automap-chan to generate the hitsound files, VERY FAST SPEED TO COPY FILE RATHER THAN CREATING IT.
- You may name the hitsound anything you want, simply configure it in the convert.csv file
This package comes with LordRaika's Grand Piano pack, and names configured as shown in image, note that if your midi contains some pitch not available in his package you will get silence in your song. You should either make that missing file or switch custom hitsound off.
- DO NOT USE CUSTOM HITSOUND IF YOU ARE MAKING A MAP WITH MULTIPLE INSTRUMENTS, IN THAT CASE YOU NEED CONVERT 1 INSTRUMENT AT TIME
- You may add more octave in this convert.csv (B_1 means B-1)
- It is a CSV file, do not save as excel format.
To configure it to use your own hitsound files, LEFT COLUMN IS NAME USED BY AUTOMAP-CHAN (DON'T CHANGE), RIGHT COLUMN IS FOR YOUR CUSTOM HITSOUND NAME


This Short folder is for hitsound of short duration, the main folder contains longer duration hitsounds


no future update planned, too busy right now...
Not sure where I messed up...
Files and Video: https://drive.google.com/open?id=0B_edr ... 0hSVG5xZGs
If I search for the file folder C:\Windows\System32\null\oceanus_outputs
I get this: "Windows can't find 'C:\Windows\System32\null\oceanus_outputs'. Check the spelling and try again."
Thank you for all your .
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