Garry's Mod

Garry's Mod

Sound Muffling Effect
Ergebnisse 1–10 von 26
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Update: 8. Okt. um 6:22
von sora1d

Made it so that sounds are harder to be muffled when sound bouncing isn't enabled.

Update: 14. Sep. um 0:18
von sora1d

Sanity check.

Update: 13. Sep. um 22:20
von sora1d

Added entity parent and children to anti self occlude filter.

Update: 31. Aug. um 7:40
von sora1d

Fix for infinite looping sound when a soundpatch becomes an orphan.

Update: 30. Aug. um 0:57
von sora1d

- Potential fix for sounds randomly going missing.
- Go back to using unreliable net channel for performance and bandwidth sake (I think?).
- Small optimization in the way the addon stops looping sound played on CHAN_VOICE.

Update: 23. Aug. um 4:45
von sora1d

- Reverted looping sound change.
- Better IsPlaying functionality preservation.

Update: 22. Aug. um 21:29
von sora1d

Invalidated predicted sounds table after a bit to prevent it getting ridiculously large.

Update: 22. Aug. um 20:17
von sora1d

No longer network looping sounds, since a sound's effect can only be set at the moment it's emitted. This can result in infinitely muffled sound, or sounds getting muffled when it doesn't make sense.

Update: 22. Aug. um 19:44
von sora1d

Minor sanity check.

Update: 22. Aug. um 19:41
von sora1d

- Allow vanilla CSoundPatch functions to run too, since it already cannot play due to EntityEmitSound hook intervention. This should fix functions like CSoundPatch:IsPlaying() from returning incorrect value.
- Fixed a dumbass mistake where serverside sounds are not blocked.