Releases: TheBlackParrot/SRXD_CustomSounds
Releases · TheBlackParrot/SRXD_CustomSounds
0.2.2
0.2.1
0.2.0
- 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
- 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
SoundEffectAssetshas 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.Modulesdependency to the version of Unity that now ships with the game (6000.2.7)
0.0.3
- Moved loading of Vorbis and MP3 audio from
UnityWebRequesttoExternalAudioClipAsset.LoadExternalClip - Changed target framework from
net472tonetstandard2.1becauseUnityEngine.AudioModuleis complaining
0.0.2
- 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
- Fixed the looping sound in the results screen retriggering every time
SoundEffectPlayer.StartOrStopLoopingwas being called
0.0.0
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.