diff --git a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs index 0b487bfc19..cf7b9ce710 100644 --- a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs +++ b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs @@ -98,11 +98,11 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps double osuDuration = distance / osuVelocity; // If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat - double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats) / 8; + double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats); if (tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength) { - for (double j = obj.StartTime; j <= distanceData.EndTime + tickSpacing; j += tickSpacing) + for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing) { // Todo: This should generate different type of hits (including strongs) // depending on hitobject sound additions (not implemented fully yet)