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Move sounds to FMOD #56

Merged
merged 17 commits into from
Dec 21, 2023
Merged

Move sounds to FMOD #56

merged 17 commits into from
Dec 21, 2023

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Govorunb
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This will:

  • Reduce Unity asset build times by a bunch (FMOD Studio actually does builds correctly btw)
  • Obsolete FMODSoundCollection (sad, I know) which is one fewer workaround we have to maintain
  • Reduce total asset sizes by 5-10% since we can remove duplicate sounds + FMOD builds are just better

Come to the FMOD side, we have parameters, effects, mixing, and ---> hot reload <---
I fixed an issue entirely in FMOD Studio, pressed F7, and tested the fix without having to restart Subnautica. it's so good

restore sample rate for jukebox track(s)
(it would work a lot better if we had the right project structure)
fix sn
fix holster
fix 2d/3d
fix "disable X sounds" options not being respected
fix inventory sounds getting muffled indoors
move ermfish to "amphibious" bus so they can play world sounds above water
fix draw sound playing on pickup
attach cook noise to the fabricator
un-forgor the docstring
make pickup stop world noises
make eating stop inventory noises
fix cooked/cured tutel not having eat sounds
@Govorunb Govorunb marked this pull request as ready for review December 16, 2023 13:46
@Alexejhero
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what am i even supposed to review here

@Govorunb
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yeah it's a bit much sorry
it should only show the actually relevant changes if you skip the first commit and deselect xml and meta from the file filter

@Govorunb
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do you care if i just merge this? i've tested the sounds pretty extensively

i mean just look at this isn't it tantalising
image

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feedback resolved :Tomfoolery:
@Govorunb Govorunb requested a review from Alexejhero December 20, 2023 21:05
@Govorunb Govorunb merged commit 1edf61b into main Dec 21, 2023
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@Govorunb Govorunb deleted the i-love-fmod branch December 21, 2023 02:00
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2 participants