diff --git a/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs b/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs index f2cf2fa68a..8be33a8dfc 100644 --- a/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs +++ b/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs @@ -13,6 +13,8 @@ namespace osu.Game.Rulesets.Mania.Replays { internal class ManiaAutoGenerator : AutoGenerator { + private const double release_delay = 20; + private readonly int availableColumns; public ManiaAutoGenerator(Beatmap beatmap, int availableColumns) @@ -58,7 +60,7 @@ namespace osu.Game.Rulesets.Mania.Replays Replay.Frames.Add(new ReplayFrame(groupTime, activeColumns, null, ReplayButtonState.None)); // Add the release frames. We can't do this with the loop above because we need activeColumns to be fully populated - foreach (var obj in objGroup.GroupBy(h => (h as IHasEndTime)?.EndTime ?? h.StartTime + 1).OrderBy(h => h.Key)) + foreach (var obj in objGroup.GroupBy(h => (h as IHasEndTime)?.EndTime ?? h.StartTime + release_delay).OrderBy(h => h.Key)) { var groupEndTime = obj.Key;