1,257 Commits over 3,926 Days - 0.01cph!
merge from main/footsteps
Fix missing ambience manager prefab in proc map
Fix owl & gull ambient stings
Actually remove old footstep sounds for real this time?
Ensure two footstep sounds won't trigger simultaneously from overlapping animation events
Extend footstep raycast range so footsteps trigger more reliably when running downhill
Consolidate some footstep stuff that doesn't need to be in two separate classes
Fix compile error and reapply footstep updates
WIP - plastic what are you doing
Migrate remaining sounds to sound system
Reorganize sounds
Fix EffectRecycle deleting effects before sounds finish playing
Distant sounds WIP
Add reverb falloff script
Add high pass filter falloff script
Add gunshot sound template
First pass at distant gunshots
Dynamically adjust sound priority based on distance from the camera (farther voices will be stolen first)
Include AudioReverbFilter decay time in sound length calculation
First pass at distant explosions
reapply sound system migration to furnace, campfire, and c4
Update falloffs before playing a Sound
merge from main/distantsound
revert merge from main/distant sound to try to fix asset isues on build server
Undo revert from last week
Merge fixes + migrate wood gibs to sound system
merge from main/distantsound
Underwater sound effect + transition sounds
merge from main/underwater
Migrate geiger sounds to sound system and reduce volume
Volume/mix adjustments for some impact sounds
Increase overall volume of in world sounds
Slight increase to max distance on default sound template
Fix radiation sounds not playing
Use the correct sound template for the cargo plane loop
Don't update reverb/highpass falloff every frame + additional sound profiling
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)
Water footsteps first pass
Adjust cargo plane volume