1,157 Commits over 3,773 Days - 0.01cph!
Water footsteps first pass
Begin playback in Start instead of Awake on SoundPlayer so sounds start after EffectAudioPerspectiveSwitcher does it's thing (temp fix until I implement a more general solution for adjusting sounds before beginning playback)
Don't update reverb/highpass falloff every frame + additional sound profiling
Use the correct sound template for the cargo plane loop
Fix radiation sounds not playing
Slight increase to max distance on default sound template
Increase overall volume of in world sounds
Volume/mix adjustments for some impact sounds
Migrate geiger sounds to sound system and reduce volume
merge from main/underwater
Underwater sound effect + transition sounds
merge from main/distantsound
Merge fixes + migrate wood gibs to sound system
Undo revert from last week
revert merge from main/distant sound to try to fix asset isues on build server
merge from main/distantsound
Update falloffs before playing a Sound
reapply sound system migration to furnace, campfire, and c4
First pass at distant explosions
Include AudioReverbFilter decay time in sound length calculation
Dynamically adjust sound priority based on distance from the camera (farther voices will be stolen first)
Add reverb falloff script
Add high pass filter falloff script
Add gunshot sound template
First pass at distant gunshots
Migrate remaining sounds to sound system
Reorganize sounds
Fix EffectRecycle deleting effects before sounds finish playing
Distant sounds WIP
WIP - plastic what are you doing
Fix compile error and reapply footstep updates
Consolidate some footstep stuff that doesn't need to be in two separate classes
Extend footstep raycast range so footsteps trigger more reliably when running downhill
Ensure two footstep sounds won't trigger simultaneously from overlapping animation events
Fix owl & gull ambient stings
Actually remove old footstep sounds for real this time?
Fix missing ambience manager prefab in proc map
merge from main/footsteps