1,257 Commits over 3,926 Days - 0.01cph!
Pickaxe sound timing tweaks
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Horse footsteps don't sound like a guy with two halves of a coconut anymore
A couple tiny Sound fixes/tweaks
C4 explosion polish
Reverb tail spread on explosions and gunshots is less linear and feels more natural
AudioClip randomization works with distance crossfading
A few small Sound fixes
New building gib sounds
Location based voice limiting to control gib voice counts instead of % chance to play
More reverb + mids on c4 explosion
Super distant gunshots for each gun
Leaf rustle variations for different plants
Play a small sound when raising/lowering ironsights
Remove extra low end from pie menu sounds
Reduce building gib sound volume a bit
Reverb/ambience pass on all static structures
Trigger to enable/disable reverb zones (Unity's reverb zones can only be spheres)
Gibbables can specify a gib effect
Pumpkin gib effect
Loot barrel gib effect
First pass at rocket launcher sounds
Fix ak viewmodel effects not being found
UISoundPlayer can play sounds from SoundDefinitions
Code lock code changing beeps are the same volume as the in world beeps
missing file from code lock ui beep volume fix
Shotgun pump sound timing tweak. Fix pump sound playing twice when firing from ironsights
Savas interior reverb pass
Fix torch attack effect not playing
Reload sounds from other players are audible.
Tweak crossbow reload sounds to match updated animation.
Slight left/right panning on local player footsteps
Electric buzz sounds for petur
A bunch of extra gunshot sounds
AnimationEvents can play sounds directly
Player gear/clothing movement sound files
AK and Bolt use better gunshot sounds
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
Fix sounds sometimes stopping early when returned to the pool and used again quickly
First pass at silenced gunshots
Metal and wood door impact sounds
First pass at thunder sounds
Rocket flight sound is audible from a little farther away
Tone down wounded heartbeat loop a bit
Gunshot/explosion volume ducking tweaks
Third person reload sounds should work again
Fix sounds recycling early when triggered rapidly
Unparent child Sound when returning a SoundPlayer to the pool
Fix some impact sounds playing twice
Fix viewmodel sounds not switching to first person correctly
Fix hitmarker not being impacted by volume slider
SoundFade NRE fix (I think.. I can't reproduce it)
Fix sounds sometimes stopping early with GameObject pooling enabled
GC allocation reduction in Sound and Ambience systems
Use a coroutine to stop/recycle sounds instead of invokes
Survey charge sounds, first pass