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 @@
-
+