1,134 Commits over 3,653 Days - 0.01cph!
Quick fix for high external gate sounds
Thrown hatchet/pick flight sound
Player water movement sounds
Distant rocket launcher attack sounds
Gunshots use localized voice limiting. Remove SoundVoiceLimiter from guns
Underwater bubble sounds
Underwater bullet trail sounds
First pass at stone construction sounds
helicopter rotor sound tweak
Melee cloth impact sounds
Rock weapon strike sounds less like a land slide
Super distant gunshot polish/consistency pass
Salvage ice pick deploy sound polish
Construction and upgrade sounds, first pass
Bullet ricochet sounds, first pass
Survey charge sounds, first pass
GC allocation reduction in Sound and Ambience systems
Use a coroutine to stop/recycle sounds instead of invokes
SoundFade NRE fix (I think.. I can't reproduce it)
Fix sounds sometimes stopping early with GameObject pooling enabled
Fix hitmarker not being impacted by volume slider
Fix viewmodel sounds not switching to first person correctly
Fix some impact sounds playing twice
Unparent child Sound when returning a SoundPlayer to the pool
Fix sounds recycling early when triggered rapidly
Third person reload sounds should work again
Gunshot/explosion volume ducking tweaks
Tone down wounded heartbeat loop a bit
Rocket flight sound is audible from a little farther away
First pass at thunder sounds
Metal and wood door impact sounds
First pass at silenced gunshots
Fix sounds sometimes stopping early when returned to the pool and used again quickly
Scale sound volumes so fades sound linear instead of being mathematically linear
Mixer cleanup
Gunshots and explosions duck world sounds a little bit
Sound templates are pooled
Control reverb spread wander intensity with an animation curve and calm it down a bit
AK and Bolt use better gunshot sounds
AnimationEvents can play sounds directly
Player gear/clothing movement sound files
A bunch of extra gunshot sounds
Electric buzz sounds for petur
Slight left/right panning on local player footsteps