As it stands, when you fail a song, failsound plays immediately after the HP reaches zero, the game speed winds down, and the hit objects go off in various directions, all before the fail image and Retry/Quit options appear. Now, it's possible to skin the fail image and the failsound, but they occur at different times. You could add some silence to the failsound, but it's a workaround that I suspect may not work the same on all systems.
In EBA, there are actually two failsounds: one immediately as the song fails (the record winding down, akin to what osu! does natively) and one when the "Regroup?" menu pops up (the one currently used as the failsound in the EliteBeatOsu skin). In addition, an entire scene occurs, relevant to the story at hand, before the generalized failure message.
So, here's what I propose: a way to storyboard the failing sequence, probably with a separate file from the main file. The failsound still plays where it does now, and when the main screen fades out, the storyboard plays. After the storyboard runs, the Retry/Quit options appear. Just as now, if the mouse is clicked at any time, it skips straight to the end, jumping over everything else in the storyboard.
I know this seems like a minor issue, but it's always been something that's bugged me - the rest of osu! seems perfect for emulating the stories of the DS games, save the failure sequences. Even for really simple things, like the garage door in EliteBeatOsu coming down from above instead of just fading in.
In EBA, there are actually two failsounds: one immediately as the song fails (the record winding down, akin to what osu! does natively) and one when the "Regroup?" menu pops up (the one currently used as the failsound in the EliteBeatOsu skin). In addition, an entire scene occurs, relevant to the story at hand, before the generalized failure message.
So, here's what I propose: a way to storyboard the failing sequence, probably with a separate file from the main file. The failsound still plays where it does now, and when the main screen fades out, the storyboard plays. After the storyboard runs, the Retry/Quit options appear. Just as now, if the mouse is clicked at any time, it skips straight to the end, jumping over everything else in the storyboard.
I know this seems like a minor issue, but it's always been something that's bugged me - the rest of osu! seems perfect for emulating the stories of the DS games, save the failure sequences. Even for really simple things, like the garage door in EliteBeatOsu coming down from above instead of just fading in.