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Sound Design Overhaul: Part 3#276

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AbbyRead wants to merge 23 commits intoChefZander:masterfrom
AbbyRead:sounds-part3
Open

Sound Design Overhaul: Part 3#276
AbbyRead wants to merge 23 commits intoChefZander:masterfrom
AbbyRead:sounds-part3

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@AbbyRead
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In broad strokes, this PR portion of the sound design stuff does the following:

  • Renames bespoke_sfx to sbz_audio and updates the docs
  • Moves sbz_base and sbz_resources audio into sbz_audio and updates the docs
  • Moves sound_api.lua content to the init.lua in sbz_audio and updates mod dependencies for it
  • Fixes the sound looping (im)persistence when the player goes in/out of range and logs in/out.
    • Only implements this fix for the antimatter generator so far.
  • Changes chat and inventory page turn sounds

@AbbyRead
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I'm working on putting the node sound loop tracking functionality into the sbz_api/init.lua, but I need sleep. And I don't trust myself to handle it well if I don't take a break.

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also i think sounds like foley_leaf_step.5.ogg could be renamed to what they are used for (assuming they are used)

@AbbyRead
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also i think sounds like foley_leaf_step.5.ogg could be renamed to what they are used for (assuming they are used)

It is actually used for stepping on leaves. The audio is not me irl stepping on leaves; I believe its me with a toothbrush actually, just spliced and stretched and pitched in different ways. The only other thing I use it for is the grasses in the game. I'm down to name it whatever though. The numbers at the end (0-5) just make it so that the engine picks from the variants randomly, automatically.

This makes it so we won't have to explicitly put it wherever these api functions get used, since I think everything includes sbz_base as a depend already.  Less hassle.
@AbbyRead
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I've updated everything to address the issues brought up in the review. No further work on this particular PR is planned, but if any other problems still exist, I will respond and address them. 👍🏻

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