1,216 Commits over 3,773 Days - 0.01cph!
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
first pass at inner tube and boogie board sounds
paddling pool deploy/pickup sounds
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
vehicle missing key start failure sounds
modular vehicle false start, horn, and hurt trigger impact audio files
fix missing vehicle repair sounds
smart alarm quieter non-looping activation sound
vehicle part ui sound volume tweaks
repairable entities can specify repair effects
vehicle modules use metal repair effects
smart alarm and smart switch sounds
modular-car-scrape-loop audio file + sound def (physics scrape)
brake squeal volume tweak
only play tire screeches if throttle is on
modular-car-switch-seat audio files + sound def
water pump sounds
water purifier sounds
water switch & pump sounds
heater sounds
modular car engine open/close sounds
modular car lift deploy sound
modular car lift open/close sounds
modular car audio tweaks and polish
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vehicle sound additions and polish
armored window shutter sounds
add damaged engine loop sound
pitch damaged engine loop sound a bit with throttle
damage sounds set up on pfx prefabs
no IsOnRoad check when handling skid sounds for now
update tire surface sounds
add some surface specific skid sounds
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engine audio implementation cleanup
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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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