643 Commits over 3,834 Days - 0.01cph!
magnet crane and shredder sounds
hook up sofa deploy/destroy sounds
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