
EnemySoundFixes
Fixes numerous issues with missing sound effects, or SFX playing when they shouldn't.Details
v1.8.3
- Hotfix: don't play dashboard button SFX when switching headlights
 
v1.8.2
- Some more Cruiser fixes courtesy of Scandal:
- Fixed missing twist SFX when first inserting car key to ignition
 - Added missing dashboard button SFX when using wipers, cabin window, etc.
 
 
v1.8.1
- Fixed Giant Sapsucker continuing to snore after being killed
 - Added a config setting to make eyeless dogs play a death sound
 
v1.8.0
- v70 compatibility
 - Fixed Giant Sapsucker death audio being globally audible
 - Removed 
FixMaskssetting in config (fixed in vanilla) - Added LCMaxSoundsFix as a dependency
- You can technically still remove it if you insist, but it really should be used
 
 
v1.7.0
- Fixed brackens using stun sound effects from eyeless dogs
 
v1.6.7
- Cruiser push audio is now muted in orbit
 
v1.6.6
- Lobby Compatibility integration
 
v1.6.5
- Fixed vents continuing to make noise after a monster spawns out of them
 - Fixed nutcrackers using normal vent sounds (or vice versa - normal enemies using nutcracker vent sounds)
 
v1.6.4
- Fixed mineshaft doors muffling their own audio as if they were behind a wall
 
v1.6.3
- Fixed giants not stomping when ignited
- It was me. I caused this bug 😢
 
 
v1.6.2
- Actually fixed tulip snake wing flapping (the changes from v1.4.0 were a red herring all along)
 - Fixed a potential issue with entrance doors in custom content
 
v1.6.1
- Fixed maneater clicking its mandibles when freshly spawning
 
v1.6.0
- Rolled back a few tulip snake changes from v1.4.0 since it didn't play nice with mods
 - Several fixes to doors
- The same random clip now plays on both sides of the entrance door
 - Entrance door sounds now play over walkie-talkies when players enter/exit the building (like mimics)
 - Mimics now play entrance door sounds on both sides when entering/exiting the building (like players)
 - Fixed factory doors, locker doors, and breaker box having backwards open/closed sounds.
 - Fixed cabin doors on Rend and Adamance still using the steel door sounds.
 
 
v1.5.10
- Fixed mimics not playing hit sounds when the death animation occurs
 
v1.5.9
- Fixed maneater not playing hit sounds when the death animation occurs
 - Fixed snare fleas screeching after death if they are killed right as they drop from the ceiling
 - Fixed "Hey" voice when the ship is struck by lightning
 - Reduced most logs from "Info" to "Debug" level
 
v1.5.8
- Cruiser gets muted a little earlier when heading into orbit (when the outdoor ambience ends, not after the results screen)
 
v1.5.7
- Fixed the snare flea sometimes still playing sounds after death (after a change made in v1.5.3)
 
v1.5.6
- Fixed maneater still making noises after being killed
 
v1.5.5
- Cruiser tire audio no longer plays when the car is airborne (like from turbo boosts), not just when attached to the magnet
 
v1.5.4
- Fixed Cruiser tires still making certain noises (skidding, rolling over gravel) while attached to the magnet
 - Cruiser alarm no longer plays while attached to the magnet (since the ship can't take damage)
 - Fixed baboon hawks still playing their attack sound when walking over a corpse
 - Added a config setting to mute the Cruiser in orbit
- By default, this will mute everything except for the radio
 
 
v1.5.3
- Cruiser sound fixes
- Fixed the "engine stalling" sound still playing when releasing and twisting the key again
 - Fixed the engine rev sound effect playing multiple times when twisting the key too quickly
 - Fixed the engine rev sound effect continuing after the engine starts up
 - Fixed collision sounds restarting instead of stacking
 
 - Fixed volume fade of flaming giant effects
 - Fixed several enemies not playing hit sounds when their death animation occurs
- Brackens
 - Hoarding bugs
 - Eyeless dogs
 
 
v1.5.2
- Tulip snakes now play hit sound when killed
 - Fixed kidnapper fox drooling after being killed
 
v1.5.1
- Fixed hardlock when attacking the kidnapper fox
 
v1.5.0
- Some fixes for kidnapper fox
 - "BetterMimicSteps" config setting to make mimics' footsteps better match players'
 
v1.4.0
- Some more fixes for dogs
- Retooled the pitch fix from v1.3.0
 - Voice pitch should now synchronize for all players who install this mod
 - Fixed overlapping breathing sounds coming from the same dog
 - Fixed breathing sound stopping sometimes after killing players
 - Added hit sound (like with forest giants)
 
 - Fixes for tulip snakes
- Fixed "scurrying" sounds continuing after latching to a player's head
 - Fixed randomized pitch for scurry sounds
 - Fixed some edge cases where dead tulip snakes would still make noise
 - Added hit sound
 
 - "Fixed" thumpers playing thunder sounds from their voice when de-aggroing
- Made this a config setting, because I'm still not 100% sure this is unintended
 
 - Enemies no longer play hit sounds if another enemy hits them after they are dead
 - Fixed old "DontFixMasks" option still showing up in the config under certain circumstances
 
v1.3.0
- Dogs no longer continue breathing after they die
 - Fixed dogs using the wrong voice pitch after they finish eating a player
 
v1.2.4
- Butler corpses no longer buzz
 
v1.2.3
- Inverted "DontFixMasks" option to "FixMasks" option, which I think is more intuitive
- Your config should be updated automatically to use the proper setting
 
 - Snare flea death scream is no longer random pitch
 
v1.2.2
- Fixed a potential nullref exception with animated particles.
 
v1.2.1
- Fixed a bug that caused certain animated map objects to not play audio (in vanilla, that would be garage door on Experimentation)
 
v1.2.0
- Fixed mask items and enemies not playing laugh/cry noises as often as they are supposed to.
 
v1.1.2
- Fixed fall damage for players using the wrong SFX (unless you crash a jetpack)
 
v1.1.1
- Forest keeper "eating fixes" now apply when you teleport a player out of their hand
 
v1.1.0
- Polish pass on forest keepers
 - Reworked some snare flea code (to fix a broken patch that I replaced last minute before release)
 
v1.0.0
- Initial release