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Merge pull request #59 from cortex-command-community/impact-audio-improvements
Moss' Impact Audio Improvements
2 parents b7a9a52 + 9b43d01 commit 7a1c91d

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CHANGELOG.md

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@@ -53,9 +53,12 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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);
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```
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- Many new sounds added to the game.
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- Many new sounds have been added or enhanced.
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Browncoats have gotten a full sound revamp for everything except their actors. Every Browncoat item now has its own custom sounds.
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Most base explosions and Riot Shield sounds have been redone.
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Most base explosions and Riot Shield sounds have been redone.
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Human actors have redone foley sounds (terrain impacts, device switching sounds) and also new subtle footstep sounds, including light and heavy variants for the various light and heavy actors.
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Shields now make noise when walked with.
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New sounds effects have been added for when helmets or armour are shot at.
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- New delivery system, Buy Doors:
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Buy doors are customizable inert background objects that can take orders either via Lua messages or by using the pie menu near them.
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HUDHandler, which provides functions for displaying listed objectives, panning the camera, and other camera-related utilities.
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SaveLoadHandler, which can serialize tables and also handle saving and loading tricky things like MOs.
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TacticsHandler, which is a framework to add tasks and squads and have those squads go around doing tasks without further input.
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- Human actors have redone foley sounds (terrain impacts, device switching sounds) and also new subtle footstep sounds, including light and heavy variants for the various light and heavy actors.
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- Shields now make noise when walked with.
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- Two minor utility scripts:
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MOUtility, which currently has functions to smartly set MOs to be unhittable or to freeze actor HP.

Data/Base.rte/Sounds.ini

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@@ -642,6 +642,14 @@ AddSoundContainer = SoundContainer
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PitchVariation = 0.05
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Armor/Cloth/ClothArmorImpact1.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Armor/Cloth/ClothArmorImpact2.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Armor/Cloth/ClothArmorImpact3.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Armor/Cloth/ClothArmorImpact4.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Armor/Cloth/ClothArmorImpact5.flac
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AddSoundContainer = SoundContainer
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FilePath = Base.rte/Sounds/Penetration/Armor/MetalChestPlate/ChestplateImpact1.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Armor/MetalChestPlate/ChestplateImpact2.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Armor/MetalChestPlate/ChestplateImpact3.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Armor/MetalChestPlate/ChestplateImpact4.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Armor/MetalChestPlate/ChestplateImpact5.flac
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AddSoundContainer = SoundContainer
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PresetName = Steel Helmet Impact
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AttenuationStartDistance = 130
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Armor/MetalHelmet/HelmetImpact1.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Armor/MetalHelmet/HelmetImpact2.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Armor/MetalHelmet/HelmetImpact3.flac
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FilePath = Base.rte/Sounds/Penetration/Armor/MetalHelmet/HelmetImpact4.flac
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FilePath = Base.rte/Sounds/Penetration/Armor/MetalHelmet/HelmetImpact5.flac
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///////////////////////////////////////////////////////////////////////
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FilePath = Base.rte/Sounds/Penetration/Craft/Generic/Impact2.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Craft/Generic/Impact3.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Craft/Generic/Impact4.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Craft/Generic/Impact5.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Craft/Generic/Impact6.flac
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AddSound = ContentFile
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FilePath = Base.rte/Sounds/Penetration/Craft/Generic/Impact7.flac
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