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Move several utility functions to DarktideLocalServer
Version 1.7.0
Audio will no longer attempt to work if you ignore the required mod load order
Add file handler class for ergonomic directory handling/playing random files without hardcoding paths
Add /quack chat command to test if DLS and Audio are working
Add option to log to chat window instead of dev console
Add option to toggle logging silenced sounds
Fix Audio.play_file() crash when the player unit is dead
Fix error with Audio.stop_file() when file is not playing
Fix unexpected path resolution when a filename begins with the mod's name
Fix default volume in some instances being set to 10,000% :P
Updated docs with tidy table of contents
Many internal refactors
Version 1.3.0
Fixes 'arithmetic on nil' error
Disables adding server commands to crash console logs (new mod option, off by default)
Adds fast non-blocking stop_file() function
Adds is_file_playing() function
Updated to DarktideLocalServer 1.2.4
Version 1.1.2
Add explanation that Developer Mode and Show Console must be turned On in Darktide Mod Framework options
Version 1.1.0
Add `volume` modifier property to `playback_settings` parameter in `play_file()
Version 1.0.0
First Release
This library mod enables special capabilities in other mods.
Play custom audio files (with positional audio!)
Apply a range of audio filters/playback properties to custom audio
Ergonomically trigger Wwise events/dialogue
Use Wwise utilities to hook/replace/silence/log game sounds
Developed with unit tests for added reliability when used in other mods
This was created to make it possible and easy to do things like replace explosion sounds with quacks, run a function whenever certain sounds play, replace Morrow's lines with Zola's or even your own recorded lines, silence all lasgun sounds or just one specific footstep SFX, log sounds to console when they occur, play Wwise sound events and dialogue voicelines on cue, use your own music, debug Wwise and open up a world of potential mods.