1,231 Commits over 3,804 Days - 0.01cph!
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Add debuglootsounds convar to help chase down repeating sound bug
swap gong soundclass/mixer channel to instruments
first pass at vehicle sounds
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bradley sound handling tweaks
hqsoundfade defaults to false for now
local voice limiting debounce tweak just in case
instrument voice limiting tweaks
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hunch quick fix for repeated sounds
MovementSounds updates within sound frame budget + optimizations
acoustic guitar f#2 note offset fix
sound files + defs for extended trumpet range
Fix audiosource sync when attempting to sync clips that have been optimized to different sample rates
Walk/run footsteps use separate sound templates instead of maxDistance modulation
OreResourceEntity.PlayBonusLevelSound NRE fix
less variation on cowbell sound
Instruments increase local player sound priority with SetPriorityModifier instead of SetPriority
Setting music volume to zero doesn’t stop menu music from playing unless menu music volume is also set to zero
Initial sound priority update for oneshots uses distance from SoundManager.RequestSoundInstance instead of calculating it again
Slightly adjust sound priority dynamically based on camera distance
Specific sounds can have priority modified at runtime so we can make local player sounds higher priority, etc
Tweak priorites on some SoundClasses
lower physics sound priority a little bit
Sounds disable/enable their audioSources when pause/unpause are called instead of just pausing/unpausing them
Out of range oneshot sounds played at a specific position are skipped like out of range parented sounds
SoundPlayer defaults to PlayOneshot when playing non-looped sounds immediately
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fix clipped note start on acoustic guitar G3
static instrument mount/dismount sounds
move hq sound fade audiofilter to a separate component so we can enable/disable it instead of just skipping processing