GTFO
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Latest version
0.1.0
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49
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162KB
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Changelog

0.1.0

First release.

  • Drop .ogg files in an audio folder next to your DLL, call AudioKit.Load once and play cues by name.
  • 2D, positioned and following playback. Sounds follow the game's volume sliders and mute in the background.
  • One shared mix for every mod: nine categories (ui, weapon, explosion, debris, ambience, voice, vehicle, device, music), each with one voice limit over all mods. A stronger or nearer sound pushes out the weakest one.
  • Volume / Master and one volume per category, as sliders under the game's own on its Settings, Audio page (and in the kit's config). The page's Reset puts them back to full.
  • Buses group cues. A bus can limit how many of its sounds play at once and can quiet other categories while it plays.
  • Cues are layered mixes: several clips with offsets, gains, ranges, fades, pitch, low-pass and distance ranges, mixed once at load so a cue costs one voice. A length cap fades the mix out.
  • Variants: each play picks one clip from a layer's pool. A random play never repeats the cue's previous variant when it has two or more. An explicit PlayOptions.Variant plays as given.
  • A cue's gain or gainDb can be a [min, max] range: each play picks a volume, evenly in decibels.
  • AudioLibrary.Cue finds a cue once; AudioCue.PlayEverywhere plays it for every player at the same point with the same variant, pitch and volume, through the kit's own network channel. Later joiners do not hear earlier plays; loops are refused.
  • Space settings per cue: placement, near and far distance, linear, log or point curves, blend, spread, doppler. A distance-limited layer can replace the near mix with a far one.
  • Sustain keeps a loop on an object playing through level changes, checkpoint reloads and device changes.
  • Budgeted wall and door muffling, and automatic dimension from the sound's position; a followed sound whose object teleports or warps takes the new dimension, and a spectating listener hears the dimension of the player watched.
  • A followed object that is destroyed fades its sound out in 150 ms.
  • Failures are explicit and name the mod and cue. The shared log holds real failures only, and a repeated failure is written once per key.
  • Ogg Vorbis decoding with NVorbis in bounded time, with sample-exact loops. A broken file only silences the cues that use it.
  • AudioKit.PostGameEvent plays one of the game's own sound events at a point, by event ID or by AK.EVENTS name, through the game's own mix, so mods never call the game's sound code.
  • AudioKit.ClaimBodySounds replaces or silence one player's own footsteps, jump and landing sounds, with priorities between mods and automatic release at level exit; unclaimed players sound as before.
  • AudioKit.ClaimWeaponActions lets a mod play its own cue on a weapon's reload start, reload end and empty-magazine click, by weapon instance, with the same priorities and level-exit release.
  • Author tools: convert a folder of WAV, MP3 or FLAC files to Ogg Vorbis, validate a folder exactly as the game loads it, and render a cue's preview at any distance.
  • Voice slot (library.Voice), cue check (library.Require), silent prewarm (library.Prewarm), Play and Sustain on a game object, DimensionAt(position, preferLocalPlayer).
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