Audio: radar taunt at head height + Steam Audio source tuning

- MatchManager: taunt positions resolve the FirstPersonTarget child instead of the player root (shared TauntPosition helper, root fallback)
- SoundEffectInstance: physics-based distance attenuation + raycast occlusion on runtime SteamAudioSource

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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adminandClaude Fable 5 committed 2026-07-12 00:26:01 +02:00
1 parent 7f18dc82f6
commit 4c63a5e5dd
2 files changed
+12 -2

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@@ -31,7 +31,10 @@ namespace Prototype
if (audioSource.spatialize && options.GetOcclusion())
{
var steamAudioSource = gameObject.AddComponent<SteamAudio.SteamAudioSource>();
steamAudioSource.distanceAttenuation = true;
steamAudioSource.distanceAttenuationInput = SteamAudio.DistanceAttenuationInput.PhysicsBased;
steamAudioSource.occlusion = true;
steamAudioSource.occlusionType = SteamAudio.OcclusionType.Raycast;
steamAudioSource.transmission = true;
steamAudioSource.transmissionType = SteamAudio.TransmissionType.FrequencyDependent;
}