1,207 Commits over 4,018 Days - 0.01cph!
Removed a few shitty bird stings and cricket loops
Better volume balance and general polish on ambient sounds
Less ear-piercing hitmarker sound
Better, more varied bullet flybys and ricochets
Don't play a million ricochet or impact sounds when shotgun blasts hit the ground
More woody knock and less tearing on tree impacts
Footstep polish and consistency
Bush rustles have a lot shorter fade in and sound more natural
Misc small sound tweaks, volume balance, and polish
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
Set sound modulator value to 1 when fetching new modulators from the pool
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
Lr300 gunshot tweaks round 2
All explosions have their own unique sounds now
Fix a bunch of explosions having a second c4 sound on one of the smoke particle objects
General explosion sound polish
First pass at sound occlusion (disabled via audio.occlusion convar for now)
Add ability to fade sounds out when voice limiting instead of stopping them immediately
merge from main/soundocclusion
Do budgeted sound updates via Update instead of a coroutine
Bring FMOD crash prevention delay times up to old values
Quick mp5 gunshots for helk
move serialized properties on SoundOcclusion outside of if CLIENT
Quicker fade out on mp5 voice limiting
Stop extra voices more aggressively when voice limiting
Fix sound pitch bug (hopefully, still no reliable local repro on this one)
Small SoundModulation Init optimization
Ramp music intensity up during loading screen
Voice limiting tweaks + some sound optimization
mp5 deploy/reload/etc sounds
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small sound recycle tweak
Deployable placement sounds
enable sound occlusion by default
lr300 silenced gunshot
mp5 silenced gunshot
no hitmarkers when meleeing barrels
fix hitmarker not being affected by the right volume slider
updated bullet flyby sounds
misc minor sound polish
minor eq tweaks to a few sounds
reapply no melee hitmarker change to radtown loot barrels
Only occlude looping sounds via gain (quick temp fix for surround sound DSP issue)
Optimize ReverbZoneTrigger updates
Add voice limiting to physics sounds
River sounds use the local ambience system
Wounded screams stop on death
VIewmodel sound timing tweaks
Ambient sound layer timing tweaks
Fix deployable placement effects spawning at the origin when attaching to other entities
Add new placement sounds for deployable building parts (doors, ladders, etc)
Misc sound polish
Fix missing deploy effects
Bullet flyby playback improvements + sound tweaks
Fixed occlusion weirdness on a few sounds
Fix some weapons playing 3rd person reload sounds on deploy
Tiny bit of misc sound polish
Fix deployable placement sounds not being impacted by game volume slider
Lots of new item UI sounds and tweaks to existing ones
Water bottle sounds
Bota bag sounds
m92 sounds
ambience polish, tweaks, and a few new sounds
mixer tweaks
Fix burlap phys impact voice limiting (RUST-1497)
Tighter voice limiting on bullet flybys
Fix bear footsteps not playing when a bear is running and turning
Sound occlusion can't be disabled via the console
Ambience polish
Destroy & recreate AudioReverbZone componets when culling instead of just enabling & disabling
Remove old FMOD crash prevention recycle delay on Sounds
Wolf sound polish pass
No more coroutines in the sound system
Python revolver sounds
Mix tweaks
Fix NRE in
18437 and reapply
Fix RUST-1534
Fix bow shoot sound playing an extra time when quickly switching weapons
New recycler sounds
Distant gunshot polish
Explosion polish (mostly distant)
Misc minor sound fixes and polish
Add a touch more reverb tail and high end on distant gunshots
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Add cave ambience
Add ReverbSettings
Cave reverb polish pass
SoundPlayer tweaks for helk
Minor mix tweaks
Separate music volume sliders for in game & in menu
Music format tweaks
New flame turret sounds
Fixed slot deployables not palying placement sounds
Polished a bunch of existing deployable placement sounds
Add placement sounds to most deployables that had none