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Releases: TheBlackParrot/SRXD_CustomSounds

0.2.2

18 Apr 12:10

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sorry! i should test changes more thoroughly

  • Fixed health recovery sound occasionally triggering alongside the death sound

0.2.1

18 Apr 11:34

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  • Added custom (looping) low health sound trigger
  • Added custom death sound trigger
  • Added custom health "recovery" sound trigger

These 3 new sound types are listed in the README and by default will make no noise.

0.2.0

11 Dec 01:05

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  • Added sound triggers for:
    • Pausing the game
    • Resuming the game
    • Missing the first note in a string of missed notes
    • "Hitting" overbeats
  • Fixed stereo sounds cutting off early

0.1.0

06 Nov 05:40

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  • Added a setting to change hit sound buffer length
    • This will allow less hit sound dropouts for packs that use shorter audio clips
  • Added volume multiplier settings for each of the hit sound types
  • Active sound pack is initialized once SoundEffectAssets has initialized after starting the game, instead of waiting for the main camera to switch for the first time
  • Forced voice counts to their maximums
  • Fixed sample count on loaded audio files mistakenly being multiplied by the amount of audio channels
  • Fixed some debug messages mistakenly left in on release builds
  • Updated UnityEngine.Modules dependency to the version of Unity that now ships with the game (6000.2.7)

0.0.3

26 Sep 03:31

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  • Moved loading of Vorbis and MP3 audio from UnityWebRequest to ExternalAudioClipAsset.LoadExternalClip
  • Changed target framework from net472 to netstandard2.1 because UnityEngine.AudioModule is complaining

0.0.2

25 Sep 13:10

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  • Added support for changing the editor's clap/tick sound (EditorClap)
  • Documented EndSongCrowd
  • Added update notifications
  • Ensured UnityWebRequests for sound clips are finished before fetching obtained audio data from them
  • Some internal simplifications

0.0.1

22 Sep 22:58

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  • Fixed the looping sound in the results screen retriggering every time SoundEffectPlayer.StartOrStopLooping was being called

0.0.0

20 Sep 20:04

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Initial release

I've left code in for some seemingly unused sound triggers (or at least, some I couldn't trigger), but the ones that are for sure being used are documented in the README.