Garry's Mod
Sound Muffling Effect
Mostrando 1-10 de 26 aportaciones
< 1  2  3 >
Actualización: 8 OCT a las 6:22 a. m.
por sora1d

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

Actualización: 14 SEP a las 12:18 a. m.
por sora1d

Sanity check.

Actualización: 13 SEP a las 10:20 p. m.
por sora1d

Added entity parent and children to anti self occlude filter.

Actualización: 31 AGO a las 7:40 a. m.
por sora1d

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

Actualización: 30 AGO a las 12:57 a. m.
por 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.

Actualización: 23 AGO a las 4:45 a. m.
por sora1d

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

Actualización: 22 AGO a las 9:29 p. m.
por sora1d

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

Actualización: 22 AGO a las 8:17 p. m.
por 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.

Actualización: 22 AGO a las 7:44 p. m.
por sora1d

Minor sanity check.

Actualización: 22 AGO a las 7:41 p. m.
por 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.