1,199 Commits over 3,926 Days - 0.01cph!
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
Dynamic music arrangement WIP
Material specific melee weapon impacts
New plant pick sounds
Lots small sound tweaks/polish
Mix tweaks
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
Explicitly stop AudioSource playback when disabling a Sound (FMOD error fix)
Planting seeds doesn't sound like you're about to die anymore
Better spear throw sound
Bush/tree ambience tweaks
First pass at item pick/drop ui sounds
Fix InspectorFlags PropertyDrawer changing property values as soon as two objects with different values are multiselected
merge from /main/inv-ui-sounds
Make sure all in world ambience emitters are flagged as static
Update AmbienceEmitters from AmbienceManager so we can leave emitter scripts enabled and use OnEnable to update emitter positions when pooling
AmbienceManager update tweaks
reduce ambience emitter activation range a bit (better perf in areas with dense foliage)
AmbienceEmitter doesn't fade in quite as fast when there's no sound currently playing
Ensure AmbienceEmitters always fade out on deactivation
Slight tweak to out of range AmbienceEmitter deactivation
Handle out of range AmbienceEmitters in AmbienceManager.Tick instead of OnCullingGroupChange (more reliable + better CullingGroupSendEvents perf)
Mix improvements, lots of sound polish, more variations for a bunch of common sounds, etc, etc
merge from main/mix-polish
Fix rain surface ambience not playing
Caught fish sounds (fish trap)
Physics sounds/effects WIP