Garry's Mod
Fly By Sounds
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Aggiornamento: 21 set, 13:19

Added new CVar: cl_flybysound_loudness (default: 1.0)
The overall volume of the audio can be scaled down by setting values below 1.0

Aggiornamento: 18 set, 17:29

Fix issue where secondary Think hook was not hooking in some cases

Aggiornamento: 18 set, 15:37

None Provided

Aggiornamento: 18 set, 15:09

After pushing a fix, the sound can no longer be heard. Reverting to the last working version.

Aggiornamento: 18 set, 14:51

Prevent error messages in some cases

Aggiornamento: 3 feb, 23:30

Removed mute tool. It has been moved to a separate addon to prevent errors in non-sandbox gamemodes.

Aggiornamento: 21 gen, 10:55

None Provided

Aggiornamento: 14 gen, 19:12

- Toggle mute (per entity) using FlyBySounds Mute tool
Primary: Mute
Secondary: Unmute
Reload: Unmute All Constrained

- Toggle mute (per entity) using Sandbox properties menu (hold C and right click)

- More optimizations

- Thanks to Wontairr for contribution: spawn-menu options

Aggiornamento: 27 dic 2024, 13:39

Code refactor and optimization.


New CVars:

cl_flybysound_updatedelay (default: 0.05)
- How often the script updates sound effects (pitch, volume). Smaller values give smoother sound transitions but more CPU intensive.

cl_flybysound_scandelay (default: 0.5)
- How often the script scans for relevant entities. Smaller values give faster feedback but are more CPU intensive.

cl_flybysound_cutoffdist (default: 3000)
- Maximum distance at which sounds can be heard. Smaller values can give better performance in large maps.

cl_flybysound_altsound (default: 0)
- If set to 1 then an alternative wind sound will play. (Portal 2)

sv_flybysound_spinsounds (default: 0)
- If set to 1, the sound will be heard when an entity is spinning.


Thanks to Wontairr for contribution: bug fixes, spin sounds, alternative wind sound.

Aggiornamento: 16 nov 2015, 23:27

"Ghost Entities" when using tool gun will no longer produce Fly By Sounds.