1,134 Commits over 3,653 Days - 0.01cph!
Explicitly stop AudioSource playback when disabling a Sound (FMOD error fix)
Way better melee rock impacts
SoundFade tweaks for andre
Bail early when trying to StartSound on an AmbienceEmitter that's not active in the heirarchy
AmbienceEmitter occlusion gain updates in Update instead of a Coroutine.
Enable/disable AmbienceEmittter component when activating/deactivating emitters.
Sounds for new building frame pieces
merge from main/soundpolish
Material specific melee weapon impacts
New plant pick sounds
Lots small sound tweaks/polish
Mix tweaks
Dynamic music arrangement WIP
Distance crossfading bugfix
Reapply
12751 - Fix Quarry engine sound not being marked as a looping sound.
uncomment ApplyModulations in Sound.Update (rain sound fix)
Generic footstep effects (fix for no footstep sounds on quarries)
Add local voice limiting to helicopter weapon sounds
Ensure all light buzz sounds in new rad towns are LODed correctly
Melee impact sound polish
Hatchet strike sound polish
Fall damage sound tweaks
Only play fall damage sounds when taking 20+ damage
Ambience sting timing tweaks
AudioClip import settings
Sand, snow, cloth, clothflesh bullet impacts + misc bullet impact fixes
stone hatchet soft strike sound tweak
Stone external gate sounds + wood external gate sound tweaks
New player body fall sounds
Sand and snow impact sounds + grass impact sound tweaks
first pass at m249 sounds
Soft target melee weapon impact sounds + some impact sound fixes
AmbienceEmitter CompareTo outside if client
Ambience GC fix + a few minor optimizations
Fix bug when disabling/destroying AmbienceEmitters
Set player voice audiosource priority to max
merge from main/ambience2
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Lots of tweaks, fixes, and new bits