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Add H-K lettered article stubs from glossary #3828

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20 changes: 0 additions & 20 deletions wiki/Beatmap_Editor/Kiai_Time/en.md

This file was deleted.

10 changes: 6 additions & 4 deletions wiki/Beatmapping/Hitsound/en.md
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# Hitsound

*See also: [How to add custom hitsounds](/wiki/Guides/Adding_Custom_Hitsounds)*
*See also: [Adding custom hitsounds](/wiki/Guides/Adding_Custom_Hitsounds)*

<!-- TODO: could make more articles about each part of hitsounds, and also one focused more on gameplay than mapping -->

A **hitsound** is a sound effect played when a [hit object](/wiki/Hit_Objects) is clicked. Hitsound feedback consists of a default sample called a "hit normal", and any combination of whistle, finish, or clap sample additions. Each sample has one of three "sample sets" that change its style: `Normal`, `Soft`, or `Drum`.
**Hitsounds** are the sounds that osu! plays in response to user input when interacting with [hit objects](/wiki/Hit_Objects). Hitsounds are typically used to give auditory feedback to the player to help them judge their [accuracy](/wiki/Accuracy/) in relation to the song.

[Spinners](/wiki/Hit_Objects/Spinner) and [sliders](/wiki/Hit_Objects/Slider) have additional spinner spin, spinner bonus, slider slide, and slider tick hitsounds.
Hitsound feedback consists of a default sample called a "hit normal", and any combination of whistle, finish, or clap sample additions. Each sample has one of three "sample sets" that change its style: `Normal`, `Soft`, or `Drum`.

Beatmappers can replace any default sound samples with custom samples using a [beatmapset](/wiki/Beatmaps/Beatmapsets)'s folder. A player's [skin](/wiki/Skinning) can also replace default hitsounds on all beatmaps. Details on hitsound samples can be found in the [hitsound skinning](/wiki/Skinning/Sounds#hitsounds) article.

[Spinners](/wiki/Hit_object/Spinner) and [sliders](/wiki/Hit_object/Slider) have additional spinner spin, spinner bonus, slider slide, and slider tick hitsounds.

## Active hitsound

An active hitsound correlates to a player's clicking by reaching its peak impact immediately when played. Drum sound samples are the most frequently used active hitsounds because they provide clear and immediate feedback.
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## Keysound

A keysound is a hitsound sample that is extremely similar or directly taken from the song and is used to replicate the pitch of the song's notes. This method of hitsounding usually provides low feedback to the player, but can be interesting and make sections of maps stand out when applied well.
A keysound is a hitsound sample that is extremely similar to, or directly taken from, the song and is used to replicate the pitch of the song's notes. This method of hitsounding usually provides low feedback to the player, but can make playing certain beatmaps more interesting and make sections of a map stand out when applied well.

## In osu!taiko

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2 changes: 1 addition & 1 deletion wiki/Geki/en.md
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# Geki

<!-- *See also: [Katu](/wiki/Katu)* -->
*See also: [Katu](/wiki/Katu)*

**Geki (激)**, or *Elite Beat!*, is a [scoring](/wiki/Score) term used when a player has completed a comboset with the highest possible [accuracy](/wiki/Gameplay/Accuracy) on every note. This idea originates from the Nintendo DS game Elite Beat Agents in which the [osu!standard](/wiki/Game_mode/osu!) [game mode](/wiki/Game_mode) is based on.

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11 changes: 11 additions & 0 deletions wiki/Glossary/Ignore_list/en.md
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stub: true
tags:
- blacklist
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# Ignore list

The **ignore list** is a blacklist of words (or users) that a player does not want to be displayed in the [chat console](/wiki/chat_console). The ignore list can be accessed and modified in the [user settings menu](https://osu.ppy.sh/home/account/edit) under the privacy tab.

<!-- TODO: Add links -->
11 changes: 11 additions & 0 deletions wiki/Hit_object/Juice_stream/en.md
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stub: true
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# Juice stream

*See also: [Score](/wiki/Score)*

**Juice streams** are an element in [osu!catch](/wiki/Game_Modes/osu!catch) which include both drops and droplets. Drops give a score of 100, equivalent to slider ticks in [osu!standard](/wiki/Game_Modes/osu!), while droplets give a score of 10, equivalent to the slider tick in osu!standard.

<!-- TODO: Add links -->
14 changes: 14 additions & 0 deletions wiki/Katu/en.md
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stub: true
tags:
- "100"
- katsu
---

# Katu

*See also: [Geki](/wiki/Geki)*

**Katu (喝)**, *Katsu*, or *Beat!*, is a [scoring](/wiki/Score) term used when a player has completed a comboset without achieving the highest possible [accuracy](/wiki/Gameplay/Accuracy) on every note. This idea originates from the Nintendo DS game Elite Beat Agents which is one of the games the [osu!standard](/wiki/Game_mode/osu!) [game mode](/wiki/Game_mode) is based on.

<!-- TODO: Add links -->
4 changes: 4 additions & 0 deletions wiki/Beatmap_Editor/Kiai_Time/de.md → wiki/Kiai_time/de.md
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# Kiai Time

**Kiai Time** wird vom [Mapper](/wiki/Glossary) in der [Beatmap](/wiki/Beatmaps) zwischen 2 [Timingsektionen](/wiki/Beatmap_Editor/Timing) definiert. Sie werden es durch die Sternenfontänen und an dem Geblinke auf Ihrem Bildschirm erkennen, danach werden alle [Hit Objekte](/wiki/Hit_Objects) im Rhythmus zum Hauptbeat anfangen zu blinken und Sterne werden aus Ihrem Cursor erscheinen, wenn Sie einen [Hit Circle](/wiki/Hit_Objects) anklicken oder von Ihrem Cursor runterfallen, wenn Sie die Taste bei einem [Slider](/wiki/Hit_Objects) oder einem [Spinner](/wiki/Hit_Objects) durchgehend gedrückt halten.
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24 changes: 24 additions & 0 deletions wiki/Kiai_time/en.md
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stub: true
tags:
- timing section
- kiai mode
---

# Kiai time

*For regulations surrounding kiai time, see: [Ranking Criteria](/wiki/Ranking_Criteria)*

**Kiai Time** (or *kiai*) is a term given for a "special" timing section to help emphasize a part of a [beatmap](/wiki/Beatmaps). Players can tell if a part of a beatmap has a kiai timing section if they see added visual effects in the background (e.g., flashing beats, flying stars, and fountains).

While kiai is active, all [hit objects](/wiki/Hit_object) will flash at the rhythm of the [main beat](/wiki/Beatmap_Editor/Timing) and stars will explode from the cursor when a [hit circle](/wiki/Hit_object/Hit_circle) is hit. Otherwise, they will fall from the cursor when a [slider](/wiki/Hit_object/Slider) or [spinner](/wiki/Hit_object/Slider) is followed.

## Beatmapping

Kiai time is most commonly used for the "strongest part of a song" which is usually the chorus. Since kiai sections are the strongest part of a song, they are typically slightly more challenging than the rest of the [beatmapset](/wiki/Beatmapsets) to follow the song.

## osu!taiko

On [osu!taiko](/wiki/Game_Modes/osu!taiko) beatmaps, kiai sections give 20% more [score](/wiki/Score).

<!-- TODO: Add links -->
4 changes: 4 additions & 0 deletions wiki/Beatmap_Editor/Kiai_Time/es.md → wiki/Kiai_time/es.md
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# Momento Kiai

![Las estrellas bañan la pantalla indicando que el Momento Kiai ha comenzado.](img/Kiai_Time_test.jpg "Las estrellas bañan la pantalla indicando que el Tiempo Kiai ha comenzado.")
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# Kiai time
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# Kiaiタイム

![Stars shower the screen indicating Kiai Time has started.](img/Kiai_Time_test.jpg "Stars shower the screen indicating Kiai Time has started.")
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# Czas Kiai

![Fontanna gwiazd oznaczająca początek Czasu Kiai.](img/Kiai_Time_test.jpg "Fontanna gwiazd oznaczająca początek Czasu Kiai.")
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# Kiai Time

![Lançamento de estrelas na tela indicando que o Kiai Time foi ativado.](img/Kiai_Time_test.jpg "Lançamento de estrelas na tela indicando que o Kiai Time foi ativado.")
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# Kiai Time

![Фонтаны звёзд показывают, что киаи начался](img/Kiai_Time_test.jpg "Фонтаны звёзд показывают, что киаи начался")
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# Kiai Time

![ดาวที่แสดงขึ้นเป็นตัวประกอบบนจอเวลาถึงจุด kiai.](img/Kiai_Time_test.jpg "ดาวที่แสดงขึ้นเป็นตัวประกอบบนจอเวลาถึงจุด kiai.")
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# Gameplay/Spectate moved to Gameplay/Spectating
"gameplay/spectate": "Gameplay/Spectating"

# Moved kiai time to top level
"beatmap_editor/kiai_time": "Kiai_time"