1,134 Commits over 3,653 Days - 0.01cph!
small sound recycle tweak
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mp5 deploy/reload/etc sounds
Ramp music intensity up during loading screen
Voice limiting tweaks + some sound optimization
Fix sound pitch bug (hopefully, still no reliable local repro on this one)
Small SoundModulation Init optimization
Quicker fade out on mp5 voice limiting
Stop extra voices more aggressively when voice limiting
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
First pass at sound occlusion (disabled via audio.occlusion convar for now)
Add ability to fade sounds out when voice limiting instead of stopping them immediately
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
Use a catchall emitter limit group when one can't be found for a specific ambience emitter
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
Re-adding these one by one until we see which specific script is breaking things. MusicClip first!
Testing code removal one more time to make sure it wasn't a fluke last time it worked.
Let's see if this fixes it
What if we remove all the music code and only include music wavs/meta files?
Back to ogg for music. Let's see if it's the custom editor stuff?
Let's see if it's ogg conversion that's breaking assetbundle builds
Fix cs files that slipped through the subtractive merge
revert music2 merge until we can sort asset bundle issues out
One more for the server build