1,211 Commits over 4,018 Days - 0.01cph!
Scale sound volumes so fades sound linear instead of being mathematically linear
Mixer cleanup
Gunshots and explosions duck world sounds a little bit
Sound templates are pooled
Control reverb spread wander intensity with an animation curve and calm it down a bit
Fix sounds sometimes stopping early when returned to the pool and used again quickly
First pass at silenced gunshots
Metal and wood door impact sounds
First pass at thunder sounds
Rocket flight sound is audible from a little farther away
Tone down wounded heartbeat loop a bit
Gunshot/explosion volume ducking tweaks
Third person reload sounds should work again
Fix sounds recycling early when triggered rapidly
Unparent child Sound when returning a SoundPlayer to the pool
Fix some impact sounds playing twice
Fix viewmodel sounds not switching to first person correctly
Fix hitmarker not being impacted by volume slider
SoundFade NRE fix (I think.. I can't reproduce it)
Fix sounds sometimes stopping early with GameObject pooling enabled
GC allocation reduction in Sound and Ambience systems
Use a coroutine to stop/recycle sounds instead of invokes
Survey charge sounds, first pass
Bullet ricochet sounds, first pass
Construction and upgrade sounds, first pass
Salvage ice pick deploy sound polish
Super distant gunshot polish/consistency pass
Rock weapon strike sounds less like a land slide
Melee cloth impact sounds
helicopter rotor sound tweak
First pass at stone construction sounds
Underwater bubble sounds
Underwater bullet trail sounds
Gunshots use localized voice limiting. Remove SoundVoiceLimiter from guns
Distant rocket launcher attack sounds
Player water movement sounds
Thrown hatchet/pick flight sound
Quick fix for high external gate sounds
Lots of tweaks, fixes, and new bits
▄▋▇ ▅▄▄▇ ▌▄█ ▉▌▇▊▅▉ █▊▉▅ ▍▊▍▆ ▍▅ ▅▌ ▆▊▍█▇█▍
merge from main/ambience2