1,278 Commits over 4,110 Days - 0.01cph!
Add reverb falloff script
Add high pass filter falloff script
Add gunshot sound template
First pass at distant gunshots
Dynamically adjust sound priority based on distance from the camera (farther voices will be stolen first)
Include AudioReverbFilter decay time in sound length calculation
First pass at distant explosions
reapply sound system migration to furnace, campfire, and c4
Update falloffs before playing a Sound
merge from main/distantsound
revert merge from main/distant sound to try to fix asset isues on build server
Undo revert from last week
Merge fixes + migrate wood gibs to sound system
merge from main/distantsound
Underwater sound effect + transition sounds
merge from main/underwater
Migrate geiger sounds to sound system and reduce volume
Volume/mix adjustments for some impact sounds
Increase overall volume of in world sounds
Slight increase to max distance on default sound template
Fix radiation sounds not playing
Use the correct sound template for the cargo plane loop
Don't update reverb/highpass falloff every frame + additional sound profiling
Begin playback in Start instead of Awake on SoundPlayer so sounds start after EffectAudioPerspectiveSwitcher does it's thing (temp fix until I implement a more general solution for adjusting sounds before beginning playback)
Water footsteps first pass
Adjust cargo plane volume
Create SoundDefinitions from existing Sounds
Finish up sound system refactor
merge from main/soundrefactor
missing if CLIENT for new sound stuff
Fix reverb falloff on gunshots not updating before the sound starts playing & optimize reverb/highpass falloff scripts
Impact sound volume tweaks
Fix missing sounds on a few in-world objects
Make sure looping sounds continue playing when their gameobject is disabled and re-enabled
Fix hilarious doppler effect issue on speeding deer footsteps
First pass at beartrap sounds