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3 Commits over 0 Days - ∞cph!

4 Days Ago
DistanceAttenuation bool is now used again Rename `Attenuation` to `Falloff` with better Curve initializing SoundComponent gizmos no longer rotate with the GameObject Change default Distance value to something closer to the previous default Updated default curve to feel more like the previous range calculation. Added some more curves to CurvePresets Created JsonUpgrader for SoundEvent which tries to maintain previous range settings while resetting Volume to 1. Doesn't perform changes to 2D sounds or sounds without DistanceAttenuation Moved SoundEvent into Sound folder PreviewSound dragging is more intuitive. Removed logs SoundEvent Upgrader fixes/adjustments
4 Days Ago
Added Distance and Attenuation overrides to SoundComponents Draw range gizmos on SoundComponents when selected, respecting
4 Days Ago
Added `Range` float and `Falloff` Curve to SoundEvent. Allows you to directly specify how many units away a sound can be heard and where along that range the sound begins to falloff. Rename Range and Falloff to Distance and Attenuation Added Sound Distance ControlWidget. Includes quick access to some preset common distances https://files.facepunch.com/CarsonKompon/2024/October/27_19-32-DopeyAmericancrocodile.mp4 Moved all distance-related variables into a Distance Attentuation ToggleGroup (similar to occlusion) Add attribute for audio distance float Slider fixes Re-implemented PreviewSound https://files.facepunch.com/CarsonKompon/2024/October/27_20-48-SteepBighorn.mp4 Fix SoundHandle.ListenLocal not working as intended FloatSlider on AudioDistanceFloatProperty is now exponential, so lower ranges can be fine-tuned with more granularity