644 Commits over 3,865 Days - 0.01cph!
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
merge from main/ambience2
Set player voice audiosource priority to max
Fix bug when disabling/destroying AmbienceEmitters
Ambience GC fix + a few minor optimizations
AmbienceEmitter CompareTo outside if client
Soft target melee weapon impact sounds + some impact sound fixes
first pass at m249 sounds
Sand and snow impact sounds + grass impact sound tweaks
New player body fall sounds
Stone external gate sounds + wood external gate sound tweaks
stone hatchet soft strike sound tweak
Sand, snow, cloth, clothflesh bullet impacts + misc bullet impact fixes
AudioClip import settings
Ambience sting timing tweaks
Fall damage sound tweaks
Only play fall damage sounds when taking 20+ damage
Hatchet strike sound polish
Melee impact sound polish
Ensure all light buzz sounds in new rad towns are LODed correctly
Add local voice limiting to helicopter weapon sounds
Generic footstep effects (fix for no footstep sounds on quarries)
uncomment ApplyModulations in Sound.Update (rain sound fix)
Reapply
12751 - Fix Quarry engine sound not being marked as a looping sound.
Distance crossfading bugfix
merge from main/soundpolish
Sounds for new building frame pieces
AmbienceEmitter occlusion gain updates in Update instead of a Coroutine.
Enable/disable AmbienceEmittter component when activating/deactivating emitters.
SoundFade tweaks for andre
Bail early when trying to StartSound on an AmbienceEmitter that's not active in the heirarchy
Way better melee rock impacts