638 Commits over 3,103 Days - 0.01cph!
fix incorrect attack sound on m39 when muzzlebreak is attached
play a sound when removing a dying plant
mixing table, tea, and berry sounds
Water jug fill sounds are longer and use the new vessel fill sound implementation
bradley engine is audible from farther away
reduce modular vehicle horn volume
make sure modular vehicle horns don’t hold on to refs to recycled sounds (horn timeout disabled for now because of this)
slight tweak to where/when bradley engine loop init is called
audio.printenginesounds debug console command
bradley audio implementation tweaks
potential fix for repeating sound bug near launch site
lower sound priority a bit when gain has been modulated down
lower priority for sounds that are fading out
slight tweak to how AudioSource loop/playOnAwake are handled when starting/stopping looping sounds
vehicle sound priority tweaks
bradley uses new vehicle engine sound system
water pump sounds
water purifier sounds
water switch & pump sounds
heater sounds
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Add debuglootsounds convar to help chase down repeating sound bug
swap gong soundclass/mixer channel to instruments
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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
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
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