<commit_before>// Copyright (c) ppy Pty Ltd <<EMAIL>>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Game.Rulesets.UI;
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
using osuTK.Graphics;

namespace osu.Game.Screens.Play
{
    /// <summary>
    /// Manage the animation to be applied when a player fails.
    /// Single file; automatically disposed after use.
    /// </summary>
    public class FailAnimation : Component
    {
        public Action OnComplete;

        private readonly DrawableRuleset drawableRuleset;
        private readonly ITrack track;

        private readonly BindableDouble trackFreq = new BindableDouble(1);

        private const float duration = 2500;

        private SampleChannel failSample;

        public FailAnimation(DrawableRuleset drawableRuleset, ITrack track)
        {
            this.drawableRuleset = drawableRuleset;
            this.track = track;
        }

        [BackgroundDependencyLoader]
        private void load(AudioManager audio, IBindable<WorkingBeatmap> beatmap)
        {
            failSample = audio.Samples.Get(@"Gameplay/failsound");<commit_msg>Remove beatmap from FailAnimation<commit_after>// Copyright (c) p<NAME>ty Ltd <<EMAIL>>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Game.Rulesets.UI;
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Utils;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
using osuTK.Graphics;

namespace osu.Game.Screens.Play
{
    /// <summary>
    /// Manage the animation to be applied when a player fails.
    /// Single file; automatically disposed after use.
    /// </summary>
    public class FailAnimation : Component
    {
        public Action OnComplete;

        private readonly DrawableRuleset drawableRuleset;
        private readonly ITrack track;

        private readonly BindableDouble trackFreq = new BindableDouble(1);

        private const float duration = 2500;

        private SampleChannel failSample;

        public FailAnimation(DrawableRuleset drawableRuleset, ITrack track)
        {
            this.drawableRuleset = drawableRuleset;
            this.track = track;
        }

        [BackgroundDependencyLoader]
        private void load(AudioManager audio)
        {
            failSample = audio.Samples.Get(@"Gameplay/failsound");
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