638 Commits over 3,103 Days - 0.01cph!
move serialized properties on SoundOcclusion outside of if CLIENT
Quick mp5 gunshots for helk
Bring FMOD crash prevention delay times up to old values
Do budgeted sound updates via Update instead of a coroutine
merge from main/soundocclusion
All explosions have their own unique sounds now
Fix a bunch of explosions having a second c4 sound on one of the smoke particle objects
General explosion sound polish
Lr300 gunshot tweaks round 2
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
Set sound modulator value to 1 when fetching new modulators from the pool
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
Removed a few shitty bird stings and cricket loops
Better volume balance and general polish on ambient sounds
Less ear-piercing hitmarker sound
Better, more varied bullet flybys and ricochets
Don't play a million ricochet or impact sounds when shotgun blasts hit the ground
More woody knock and less tearing on tree impacts
Footstep polish and consistency
Bush rustles have a lot shorter fade in and sound more natural
Misc small sound tweaks, volume balance, and polish
Double barrel shotgun sounds
Cut warpath from music list
NRE Fix when biome/topology map aren't available
Drop default music volume a bunch
Enable music by default
Add console vars to set gap between songs (music.minSongGap and music.maxSongGap)
Reduce default gap between songs
Start music when intensity is raised and no music is playing
Don't play songs if music volume is turned down all the way
Remove audio files for unused song
Preserve sample rate on music
Music! (still disabled via music.enabled convar by default for now)
New XP gain sound. Tweaks to other xp related sounds
level up and item unlock notice sounds
Fix for PhysicsEffects error when collision.contacts is empty
More item pickup/drop ui sounds
Caught fish sounds (fish trap)
Fix rain surface ambience not playing
merge from main/mix-polish
Handle out of range AmbienceEmitters in AmbienceManager.Tick instead of OnCullingGroupChange (more reliable + better CullingGroupSendEvents perf)
Slight tweak to out of range AmbienceEmitter deactivation
Ensure AmbienceEmitters always fade out on deactivation
AmbienceEmitter doesn't fade in quite as fast when there's no sound currently playing
reduce ambience emitter activation range a bit (better perf in areas with dense foliage)
AmbienceManager update tweaks
Update AmbienceEmitters from AmbienceManager so we can leave emitter scripts enabled and use OnEnable to update emitter positions when pooling
Make sure all in world ambience emitters are flagged as static
merge from /main/inv-ui-sounds