1,257 Commits over 3,926 Days - 0.01cph!
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
merge from main/mix-polish
Fix rain surface ambience not playing
Caught fish sounds (fish trap)
Physics sounds/effects WIP
merge from main/phys-effects
More item pickup/drop ui sounds
Fix for PhysicsEffects error when collision.contacts is empty
Specify mid-clip fade in/out rules on a per-clip basis
Song setup tweaks
Make sure music stuff only runs on the client
Disable music by default (music.enabled convar)
Re-add music intensity increases to supply drops & the helicopter
Level up/item unlock notices use the Sound system and are much quieter (still placeholder)
Increase & randomize time between songs playing