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mapsetchecks's Issues

"Inherited line changes nothing." is misleading

with the new check for sliders in timing sections, this message shows when the line does change SV but there aren't any sliders affected by it. there should probably be a different message in this case to make it more clear

Low Volume Hitsound Check Inefficiency

The check checks/all modes/hit sounds/CheckMuted.cs may take an excessive amount of time to complete on maps with a high amount of timing points and objects.

It's not at all noticable in most cases, but it can take quite a bit of time in more... extreme cases.

https://osu.ppy.sh/beatmapsets/978163 - My map that I noticed the delay on. Very much not what I would consider a common use case, but still something that might occur. (1228 timing points, 7007 objects at time of writing)

Note: This is based on what is displayed during the Check process

Concurrent Objects check efficiency

Currently, it iterates through all objects except those that have already been checked. It could be made more efficient by moving to the next object as soon as it reaches an object more than 10 ms past the current one (assuming objects are sorted).

Update ogg bitrate limit

Recently the ogg bitrate limit got changed to 208 instead of 192 so that Q6 wouldn't break guidelines.

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