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Add setting for the volume of ruleset elements (hitsounds) - #28733

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@leocb

@leocb leocb commented Jul 4, 2024 •

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Hi! First time contributing here!

This PR adds the option to mute only hitsounds.

The setting is available on the main menu and on the play "quick" menu

I followed what was already in place for the mute mod and, while this aims to only mute hitsounds, AFAIK my implementation will mute any sounds coming from the ruleset drawable, I don't know if this impacts other desired sounds, if this is acceptable or if the name should be changed from "hitsounds" to something else to better reflect this "ruleset mute".

@peppy

peppy commented Jul 4, 2024

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Thanks for your contribution.

I'd say the more desired behaviour is to have volume control for hitsounds, rather than a toggle.

@leocb

leocb commented Jul 4, 2024 •

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This is a toggle as it's being applied as a multiplier on top of the effects volume, having a slider would make 100% be the same volume as the current effects volume, which may be confusing.
I don't know if it can be easily separated into another slider without messing with framework too.

@bdach

bdach commented Jul 4, 2024 •

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Also against this feature in its current form.

I don't know if it can be easily separated into another slider without messing with framework too.

Easiest path towards that would probably be to put gameplay samples on a separate mixer. Which is something we may want to do at some point anyway, but definitely will not be a 20-line diff like this is.

@peppy

peppy commented Jul 4, 2024 •

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Easiest path towards that would probably be to put gameplay samples on a separate mixer. Which is something we may want to do at some point anyway, but definitely will not be a 20-line diff like this is.

Failing this, exposing an audio adjustment for the gameplay/ruleset audio container should be relatively simple.

Leo Bottaro added 2 commits July 5, 2024 02:33
Add Volume slider for gameplay sounds
Modify ruleset container to AudioMixerContainer
Swap Music and effects sliders
@leocb

leocb commented Jul 5, 2024 •

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I made some modifications in framework to allow mixers to have their own volume, now this PR depends on this one: ppy/osu-framework#6326
I removed the option from the play "quick" settings
The ruleset container was changed to AudioMixerContainer and now has it's own mixer separate from the UI sfx
I added a slider in the settings for the gameplay sounds volume and called it Gameplay feel free to suggest other names that better reflect what this does

@leocb leocb changed the title Add settings option to mute only hitsounds Add setting for the volume of ruleset elements (hitsounds) Jul 7, 2024
@fadedlamp42

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Seems like this went a bit cold, but think that while we're at it you could make a "constant volume" tick to satisfy #18654 as well?

@frenzibyte

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This is not relevant in any way to this PR. It should be done separately.

@Erujuru

Erujuru commented Aug 31, 2025 •

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Hello everyone!
I hope you are all well. I'm not technically skilled to be able to help with this issue, so I am definitely not here to complain or make any sort of negative comment. Just here to bump the feature discussion since it seems to have gone cold for a few months. I made a similar feature request bump awhile back here: https://osu.ppy.sh/community/forums/topics/1887559?n=4

All the best!

PS. All that said, awesome job on Osu and on all your other work and contributions. You are truly appreciated! Much love!

@Fastnt-Rosmarin

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@peppy
peppy self-requested a review October 5, 2026 04:32
@peppy

peppy commented Oct 5, 2026

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Thanks for the contribution. I'm closing this because it's made from a master branch which makes it very hard to work with, but rest assured this is still being considered and may make an appearance in the near future 🤞.

@peppy

peppy commented Oct 6, 2026

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#38990

bdach pushed a commit that referenced this pull request Oct 13, 2026
)

- Builds off #28733
- Addresses #37901,
#38410,
#18654,
#25068,
#34798
- [x] Depends on ppy/osu-framework#6834

Caveats:

- Intentionally called "hitsound volume", not "gameplay volume" because
the intention is to specifically target hitsounds. Gameplay effects
should still be adjusted by the effect volume, as far as I'm concerned.
(alternative take: call this gameplay and include everything non-UI,
then rename "effect" to "UI sounds" or something)
- Affects everything in the playfield and overlay layers. This seems
like a pretty good separation point, which includes things like the
metronome from muted mod. It's about what players will expect from this.
- Does not affect storyboards. I'm sure we're going to get people
complaining about that meaning that "storyboarded hitsounds" are not
affected, but I'm not sure whether this is a correct take or not.
- The following now reads bad. It looks as if the "beatmap hitsounds"
would be a toggle turning them off, not enabling/disabling beatmap
skinned hitsounds. Open to suggestion:
<img width="726" height="456" alt="CleanShot 2026-10-06 at 21 48 33@2x"
src="https://github.com/user-attachments/assets/23cedcdf-fe2f-49c9-b3d6-b6204f1d9af0"
/>

There may be exceptions that come up which we need to handle separately.
I may do a 180 based on how this is received and adjust more than one of
the caveats above. Tachyon feedback will be important here.

I also have started on a redesign of the volume overlay to better house
this. Consider the one in this PR a temporary change.

---

This brings a long-sought feature online. I'm not 100% sure on what this
should or shouldn't cover, so any feedback is appreciated on how this
works for you!

<img width="3428" height="2154" alt="CleanShot 2026-10-06 at 21 50
49@2x"
src="https://github.com/user-attachments/assets/72b714f3-f244-4987-b1bf-ca8e41d23ec9"
/>
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9 participants