Sounds
Gameplay Countdown
This replaces the
count{n}ssounds (if one sound is wanted).This is also the metronome for the Target Practice mod.
Gameplay Game Screens
The sound is played on the ranking screen after clearing a map.
Should be formatted as
.mp3or.oggin beatmaps aiming for rank.
The sound is played when the game is paused.
This sound is looped.
Fades out when the client loses focus.
Gameplay Playfield
Achieving a combo milestone
For multiple sounds, use
comboburst-{n}.wav.In the skin.ini, if
CustomComboBurstSoundsis set to1,comboburst-{n}.wavmust be used.
Breaking a combo of 20 or more
Failing a map at any point
Not intended to last longer than the fail animation (about 5 seconds).
Using a long audio track will impact the game client’s performance, as it is loaded each time you play a beatmap, even if you never fail. It isn’t supposed to be bigger than a few kilobytes.
Halfway through a break with high HP remaining
Halfway through a break with low HP remaining
Gameplay Playfield (Lazer only)
Kiai fountains
This sound is only used in the Lazer version of the game. It has no effect in osu!(stable).
This sound will pause when the client loses focus.
Kiai fountains
This sound is only used in the Lazer version of the game. It has no effect in osu!(stable).
The sound is played with the fountain animation at the beginning of each kiai section in a map.
It will also play in the main menu when the client has focus.
Hitsounds - Drum
These sounds are mapped as
D:C1on beatmap skins:
These sounds are mapped as
D:C1on beatmap skins:
These sounds are mapped as
D:C1on beatmap skins:
These sounds are mapped as
D:C1on beatmap skins:
These sounds are mapped as
D:C1on beatmap skins:
These sounds are mapped as
D:C1on beatmap skins:Looped
These sounds are mapped as
D:C1on beatmap skins:Looped
Hitsounds - Nightcore
These sounds play on top of the song when the Nightcore mod is enabled. In 4/4 time:
is played on beats 1 and 3
These sounds play on top of the song when the Nightcore mod is enabled. In 4/4 time:
is played on beats 2 and 4
These sounds play on top of the song when the Nightcore mod is enabled. In 4/4 time:
is played on every odd quaver, but only if the slider tick rate of the beatmap is a multiple of 2
These sounds play on top of the song when the Nightcore mod is enabled. In 4/4 time:
is played on the first beat of every 4 measures, unless that barline is omitted by a timing point
Hitsounds - Normal
These sounds are mapped as
N:C1on beatmap skins:
These sounds are mapped as
N:C1on beatmap skins:
These sounds are mapped as
N:C1on beatmap skins:
These sounds are mapped as
N:C1on beatmap skins:
These sounds are mapped as
N:C1on beatmap skins:
These sounds are mapped as
N:C1on beatmap skins:Looped
These sounds are mapped as
N:C1on beatmap skins:Looped
Hitsounds - Soft
These sounds are mapped as
S:C1on beatmap skins:
These sounds are mapped as
S:C1on beatmap skins:
These sounds are mapped as
S:C1on beatmap skins:
These sounds are mapped as
S:C1on beatmap skins:
These sounds are mapped as
S:C1on beatmap skins:
These sounds are mapped as
S:C1on beatmap skins:Looped
These sounds are mapped as
S:C1on beatmap skins:Looped
Hitsounds - Spinner
This sound is looped.
This sound could modulate from ~500 hz to 80000 hz.
- To disable this, set
SpinnerFrequencyModulateto0.
- To disable this, set
Plays everytime you get 1000 bonus points from spinning.
Hitsounds - Spinner (Lazer only)
In the Lazer client, this sound plays instead of
spinnerbonus.wavif the maximum score has already been achieved on the spinner. It has no effect in osu!stable.
Hitsounds - Taiko Drum
These sounds are mapped as
D:C1on beatmap skins, and they are only played when mapped and included:
These sounds are mapped as
D:C1on beatmap skins, and they are only played when mapped and included:
These sounds are mapped as
D:C1on beatmap skins, and they are only played when mapped and included:
These sounds are mapped as
D:C1on beatmap skins, and they are only played when mapped and included:
Hitsounds - Taiko Normal
These sounds are mapped as
N:C1on beatmap skins:
These sounds are mapped as
N:C1on beatmap skins:
These sounds are mapped as
N:C1on beatmap skins:
These sounds are mapped as
N:C1on beatmap skins:
Hitsounds - Taiko Soft
These sounds are mapped as
S:C1on beatmap skins:
These sounds are mapped as
S:C1on beatmap skins:
These sounds are mapped as
S:C1on beatmap skins:
These sounds are mapped as
S:C1on beatmap skins:
Hitsounds - Taiko Strong (Lazer only)
Interface Clicks
Clicking on the back button
Enabling a checkbox or a mod
Disabling a checkbox or a mod
Closing a chat tab
Clicking to confirm a button or dropdown option, opening or closing chat, switching between chat tabs, or switching groups
Clicking Back to Menu in the pause menu
Clicking Continue in the pause menu
Clicking Retry in the pause menu
Switching into song selection, selecting a beatmap, opening dropdown boxes, opening chat tabs
Selecting a difficulty of a beatmap
Taking a screenshot
Interface Drag
Changing the options via a slider
Disabled as of now
Interface Hover
Hovering above the back button
Hovering above all selectable boxes except beatmaps or main screen buttons
Hovering over Back to Menu in pause menu
Hovering over Continue in pause menu
Hovering over Retry in pause menu
Interface Keys
Sending a message in chat
Deleting text in chat
Changing the text cursor position
Pressing a key for chat, search, edit, etc. (n = 1/2/3/4)
Interface Main Menu
When the cursor hovers over the osu! cookie in the main menu
Closing the osu! client
For
seeya.wavandwelcome.wav:osu!supporter is required to modify.
This can be disabled by unchecking
osu! music themein the options.
Starting the osu! client
For
seeya.wavandwelcome.wav:- osu!supporter is required to modify.
- This can be disabled by unchecking
osu! music themein the options.
Interface Metronome
In the beatmap editor, this plays for the small white ticks; however, the beatmap editor will only use the default sounds.
Despite the above, this can be skinned for the offset wizard and the bananas in osu!catch (pitch goes up per caught banana).
Interface Multiplayer
All players are ready
A player joins a room
A player leaves a room
A player revoked his ready signal
A player is ready to start
The match is starting. Also the chat highlight sound
Results Screen (Lazer only)
Gaining a higher rank
Dropping to a lower rank
Dropping to a lower rank
{g}can be replaced with the letter gradesS,A,B,C, orD.You cannot play any sounds for the letter grade
F, because the result screen is never reached when you fail.