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LuaCsForBarotraumaEP
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77940fa99236dced26d0ca95730de2db746e2c96
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaClient
/
Source
/
Sounds
T
History
Joonas Rikkonen
127cc28af3
SoundPlayer.GetSound doesn't attempt to load the sound if a sound with a matching tag is not found, because otherwise configuring limb hit sounds and such with the file path instead of the tag will cause a new sound instance to be created every time the sound is played (and these instances are never freed). + Sound config files can be now configured in content packages.
2018-02-24 19:41:28 +02:00
..
OggSound.cs
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00
OggStream.cs
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00
Sound.cs
Reverted sound loading changes in
2cb0ee73
. I don't think sharing the same Sound objects is necessary, because Sounds using the same audio clip already share the same OggSound object which holds the actual audio data. Also I think these changes would cause removing a sound to break other sounds sharing the same audio clip.
2018-01-09 12:16:17 +02:00
SoundManager.cs
- The range and volume of sounds emitted by StatusEffects can be changed and they can be set to loop.
2017-08-24 19:56:31 +03:00
SoundPlayer.cs
SoundPlayer.GetSound doesn't attempt to load the sound if a sound with a matching tag is not found, because otherwise configuring limb hit sounds and such with the file path instead of the tag will cause a new sound instance to be created every time the sound is played (and these instances are never freed). + Sound config files can be now configured in content packages.
2018-02-24 19:41:28 +02:00