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Releases: susy-bakaa/LCSoundTool

LCSoundTool v.1.5.1

31 Jan 20:09
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  • Fixed a bug where the Boombox and other vanilla audio was not being randomized properly after the last update.
  • Fixed a bug where the Extension Ladder and few other vanilla audio sources that played multiple different sounds were not working properly after the last update.
  • Fixed a bug where all sounds using a specific audio source could get wrongly checked for the source name filter if one sound playing through it had it defined.
  • Fixed a bug where syncing all networked sounds to clients could cause an overflow error if the string array was too long.
  • Fixed a bug where the legacy path warning was triggered wrongly for CustomSounds based mods. (sorry for taking this long Clementinise lol)
  • Fixed a bug where certain sounds could get stuck in the fileType dictionary as it has now been removed.
  • Improved networked sound handling. Now channels and frequency gets synced and handled properly.
  • Further tweaks to logging. New logging messages and fixes to existing ones.
  • Rewrote the SoundTool class to remove bloat and simplify future updates. You need to now define all parameters and nothing gets parsed automatically from the sound name anymore!
  • Other small internal tweaks and QoL changes for myself for future updates :)

LCSoundTool v.1.5.0

05 Jan 01:53
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  • Added support for AudioSource names as filters to where sounds can play. No more same sound from different sources!
  • Fixed a bug where AudioSources using the standard Play() would not randomize properly.
  • Added a config option to turn informational debugging on by default on launch.
  • Some minor tweaks to logging again. Mostly the same this time too. Cleaned up some useless messages, fixed typos, etc.
  • Added few new mod API methods and updated existing ones. You can now use some of the methods with different parameters than before.

LCSoundTool v.1.4.0

18 Dec 16:24
4e0a3f1
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  • support for Ogg Vorbis and Mpeg MP3 files
  • reworked playOnAwake patching
  • new feature to sync the hosts Unity's built in randomization seed with all clients
  • some minor tweaks to logging
  • few new mod API methods and updates

LCSoundTool v.1.3.2

11 Dec 22:05
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Added config option for networking, so the mod can be made fully client side again.

LCSoundTool v.1.3.1

11 Dec 00:56
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Changed random sound chance separator from "_" to "-".

LCSoundTool v.1.3.0

10 Dec 22:26
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-   Internal restructure of multiple parts of the mod. Shouldn't change previous behaviour.
-	Added support for random replacement clips. One vanilla sound can now have new multiple random clips with set chances that play randomly when the vanilla sound would.
-	Fixed multiple small bugs. AudioSources with playOnAwake set to true should now play more than once when the scene is not reloaded between playback.
-	Experimental networking for Unity AudioClips. Send AudioClips over the network to all connected players, also optionally sync all of the networked clips of the host to all clients.
-	Minor tweaks for game v45

LCSoundTool v.1.2.2

27 Nov 17:53
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Added support for mod managers. This changes the folder structure and loading of custom sounds a bit and all mods will need to be updated to work with mod managers. Old mods will continue to work with the newest release when manually installed. Mods only need to update to support mod managers, otherwise no sounds will load when using a mod manager.

LCSoundTool v.1.2.0

25 Nov 18:48
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Added ability to load sound files from plugins folder, more in depth logging option and support for most AudioSources with playOnAwake flag set to true.

LCSoundTool v.1.1.0

24 Nov 16:14
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Added a way to replace any in game audio clip by a custom one.

LCSoundDebug v.1.0.0

21 Nov 02:23
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Update AudioSourcePatch.cs