diff --git a/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs b/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs index bceb5996b9..ac2067a913 100644 --- a/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs +++ b/osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs @@ -66,7 +66,7 @@ protected void PlaySamples(ISampleInfo[] samples) protected HitObject GetMostValidObject() { // The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time. - var hitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.IsHit != true)?.HitObject; + var hitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true)?.HitObject; // In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play. if (hitObject == null)