diff --git a/osu.Android.props b/osu.Android.props index f2052b2563..f552aff2f2 100644 --- a/osu.Android.props +++ b/osu.Android.props @@ -51,7 +51,7 @@ - + diff --git a/osu.Game/Screens/Play/FailAnimation.cs b/osu.Game/Screens/Play/FailAnimation.cs index e37f42e5f0..8c1f11718d 100644 --- a/osu.Game/Screens/Play/FailAnimation.cs +++ b/osu.Game/Screens/Play/FailAnimation.cs @@ -6,6 +6,7 @@ using osu.Framework.Bindables; using osu.Game.Rulesets.UI; using System; using System.Collections.Generic; +using ManagedBass.Fx; using osu.Framework.Allocation; using osu.Framework.Audio.Sample; using osu.Framework.Audio.Track; @@ -35,6 +36,7 @@ namespace osu.Game.Screens.Play private Track track; private AudioFilter failLowPassFilter; + private AudioFilter failHighPassFilter; private const float duration = 2500; @@ -52,6 +54,7 @@ namespace osu.Game.Screens.Play failSample = audio.Samples.Get(@"Gameplay/failsound"); AddInternal(failLowPassFilter = new AudioFilter(audio.TrackMixer)); + AddInternal(failHighPassFilter = new AudioFilter(audio.TrackMixer, BQFType.HighPass)); } private bool started; @@ -66,14 +69,14 @@ namespace osu.Game.Screens.Play started = true; - failSample.Play(); - this.TransformBindableTo(trackFreq, 0, duration).OnComplete(_ => { OnComplete?.Invoke(); }); + failHighPassFilter.CutoffTo(300); failLowPassFilter.CutoffTo(300, duration, Easing.OutCubic); + failSample.Play(); track.AddAdjustment(AdjustableProperty.Frequency, trackFreq); diff --git a/osu.Game/osu.Game.csproj b/osu.Game/osu.Game.csproj index af7e9f80c4..32d6eeab29 100644 --- a/osu.Game/osu.Game.csproj +++ b/osu.Game/osu.Game.csproj @@ -37,7 +37,7 @@ - + diff --git a/osu.iOS.props b/osu.iOS.props index b3bce3f0ea..92abab036a 100644 --- a/osu.iOS.props +++ b/osu.iOS.props @@ -71,7 +71,7 @@ - +