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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Revert "Audio volume direction settings"
This reverts commit df0a182a7827dafe29c0d656957d03de8d776fc8.
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@ -3,7 +3,6 @@ using NewHorizons.External.Modules.Volumes.VolumeInfos;
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using NewHorizons.Utility;
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using NewHorizons.Utility.Files;
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using NewHorizons.Utility.OuterWilds;
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using NewHorizons.Utility.OWML;
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using OWML.Common;
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using UnityEngine;
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@ -25,11 +24,6 @@ namespace NewHorizons.Builder.Volumes
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owAudioSource.SetClipSelectionType(info.clipSelection.ConvertToOW());
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owAudioSource.SetTrack(info.track.ConvertToOW());
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AudioUtilities.SetAudioClip(owAudioSource, info.audio, mod);
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Delay.FireOnNextUpdate(() =>
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{
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owAudioSource.spatialBlend = info.spatialBlend ? 1 : 0;
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owAudioSource.spread = info.spread;
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});
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var audioVolume = go.AddComponent<AudioVolume>();
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audioVolume._layer = info.layer;
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@ -52,18 +52,6 @@ namespace NewHorizons.External.Modules.Volumes.VolumeInfos
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/// Pause the music when exiting the volume.
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/// </summary>
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public bool pauseOnFadeOut;
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/// <summary>
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/// Whether the audio sounds like it emits from the center of the volume.
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/// </summary>
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public bool spatialBlend;
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/// <summary>
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/// If spatialBlend is true, how much does the direction of audio "spread" out from facing the center, between 0 and 180 degrees.
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/// </summary>
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[Range(0f, 180f)]
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[DefaultValue(180f)]
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public float spread = 180f;
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}
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}
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