From 013683c23ba1d02bf348ae6288d56b253adc9385 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Tue, 19 May 2020 00:17:13 +0900 Subject: [PATCH] Fix taiko rim markers incorrectly playing as whistle samples --- osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs index d332f90cd4..1e1f9ae09b 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs @@ -52,7 +52,12 @@ protected override SkinnableDrawable CreateMainPiece() => HitObject.Type == HitT protected override IEnumerable GetSamples() { // normal and claps are always handled by the drum (see DrumSampleMapping). - var samples = HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP); + // in addition, whistles are excluded as they are an alternative rim marker. + + var samples = HitObject.Samples.Where(s => + s.Name != HitSampleInfo.HIT_NORMAL + && s.Name != HitSampleInfo.HIT_CLAP + && s.Name != HitSampleInfo.HIT_WHISTLE); if (HitObject.Type == HitType.Rim && HitObject.IsStrong) {