1,207 Commits over 4,018 Days - 0.01cph!
Missing start position randomization
Footsteps WIP / Ambience tweaks
First pass at snow and wood footsteps
Fix ambience for new topologies
Reorganize sounds after move outside resources folder
Make sure the rest of the sound system is using prefab references instead of string names
Concrete footsteps first pass
Fix rock sounds not playing
Cross instance sound repetition prevention
Clean up hard grass footsteps
EQ tweaks on concrete footsteps
Forest footstep EQ tweaks
Soften up a few hard footstep sounds a bit
merge from main/footsteps
Fix missing ambience manager prefab in proc map
Fix owl & gull ambient stings
Actually remove old footstep sounds for real this time?
Ensure two footstep sounds won't trigger simultaneously from overlapping animation events
Extend footstep raycast range so footsteps trigger more reliably when running downhill
Consolidate some footstep stuff that doesn't need to be in two separate classes
Fix compile error and reapply footstep updates
WIP - plastic what are you doing
Migrate remaining sounds to sound system
Reorganize sounds
Fix EffectRecycle deleting effects before sounds finish playing
Distant sounds WIP
Add reverb falloff script
Add high pass filter falloff script
Add gunshot sound template
First pass at distant gunshots
Dynamically adjust sound priority based on distance from the camera (farther voices will be stolen first)
Include AudioReverbFilter decay time in sound length calculation
First pass at distant explosions
reapply sound system migration to furnace, campfire, and c4
Update falloffs before playing a Sound
merge from main/distantsound
revert merge from main/distant sound to try to fix asset isues on build server
Undo revert from last week
Merge fixes + migrate wood gibs to sound system