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