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Reduce number of simultaneous creature walk sounds. Battlefield #7322
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e291d23
Play maximum 2 simultaneous walk sounds (one till it ends and other o…
Districh-ru 67c737c
Add the sound fade ability (for SDL2) to avoid possible clicks while …
Districh-ru 2d908a4
Update copyright year
Districh-ru 6442aec
Fix SDL1 compilation
Districh-ru 6d6bfdd
Fix cut of single step move, increase sound fade time to reduce possi…
Districh-ru 127779d
Apply the same logic for playing fly sounds for flying creatures, fix…
Districh-ru 371e87e
Remove extra debug print
Districh-ru 1cc2149
ReduceSDL_mixer 'chunkSize' 1024 and slightly increase sound fade tim…
Districh-ru 3a94123
Do not fade the last played walk sound, for the fast movement do not …
Districh-ru fffc44b
Merge branch 'ihhub:master' into walk_sound_limit
Districh-ru 652cf4c
Fix audio playback issues.
Districh-ru abfcf44
Remove "echo" effect after the last step
Districh-ru a7bbe14
Apply the same move sound rules for the flying creatures
Districh-ru 3df7a1e
Revert change of std::vector to std::set for '_channelsToCleanup'
Districh-ru 69fadb7
Change approach for creature walk sounds limit: Play every sound full…
Districh-ru 91120d2
Remove the unused variable 'pathSize'
Districh-ru a6cd09f
Make Clang-Tidy a little happier
Districh-ru dabd4df
Fully revert the changes in audio.h/cpp
Districh-ru c1912f8
Address @oleg-derevenetz comment
Districh-ru fb68633
Make std::scoped_lock const to correspond #7458
Districh-ru 0929ccb
Fix division by zero: do not lower the frameDelay if is it already 1 ms.
Districh-ru 2fe87b6
Address @Branikolog comment: Change logic for move sound delay to dep…
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