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Releases: Cu1us/Cu1uSFX

Cu1uSFX v1.4.1

15 Mar 20:34
60e6244

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New in 1.4.1

Changes:

  • Default AudioSource prewarm count setting on the SFXList asset was changed to 0 (from 3)
  • The PredefinedSFX property drawer now uses IMGUI by default, instead of UIElements. The old implementation has been moved behind a compiler define, and can be enabled in parallell if desired.
  • Changed the SFXList asset inspector to be more clear and readable.
    • It now also shows the total amount of defined (global) sound effects, as well as the current package version.

Fixes:

  • The AudioSource pool is now properly prewarmed. This is done before the first scene load, before Awake() has been called on the scene objects.
    • The amount of objects to prewarm can be configured on the SFXList asset.
  • Sounds that cause a new AudioSource to be instantiated in the pool will no longer have the incorrect spatial blend settings set, which would lead to the volume sounding off. (reported by SmorMcFluff)

Full Changelog: https://github.com/Cu1us/Cu1uSFX/compare/1.4.1

New in 1.4.0

Features:

  • You can now quickly define a new SFX by selecting a number of audio clips in the project view, then selecting Create > SFX from selected clips. (Shortcut: Shift+Ctrl+A)
  • The SFX list can now mark newly added but unsaved SFX with an asterisk, to mark that they are unsaved.
    • This is enabled by default, but can be disabled using a setting on the SFX List asset, to save performance for projects with a large number of sound effects.

Fixes:

  • The SFX list window will now re-check for unsaved enums when created, to solve issues where the window is still marked as unsaved if it's open when scripts are recompiled from other sources.

Full Changelog: https://github.com/Cu1us/Cu1uSFX/compare/1.4.0

Cu1uSFX 1.3.0

06 Dec 23:50

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New in 1.3.0

Features:

  • A new setting on the SFX List can enable the generated SFX enums to be sorted by category, requiring you to refer to them using SFX.YourCategory.YourSound for sounds with specified categories, instead of SFX.YourSound.
  • Code generation can now be completely disabled, as a setting on the SFX List asset.
    • This removes the Save button in the SFX list as it's redundant with code generation disabled.
  • Changing SFX enum script generation target will now delete the old script, to prevent duplicate definitions.
    • This deletion will only happen if the old target script was automatically generated, and will not delete user scripts.
  • Changing settings on the SFX List related to code generation now requires you to click a "Save and Recompile" button to apply changes.

Fixes:

  • Changes to the Log Settings or Audio Source object pool settings on the SFX List asset are now properly saved.
  • Recompilation of scripts after generating the SFX enum now use AssetDatabase.ImportAsset(), which should cause less issues and random errors.

Full Changelog: https://github.com/Cu1us/Cu1uSFX/commits/v1.3.0