- New occlusion opt-in on SoundEffect: spatialized instances get a
SteamAudioSource with raycast occlusion + frequency-dependent
transmission (walls muffle instead of hard-mute)
- Replace SoundEffectDistanceRange asset indirection with an explicit
_3d bool (user refactor); rolloff/distance now left to defaults
- Hey.asset: occlusion enabled
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
MatchManager: new Radar Ping Sound property; MsgRadarPing now goes to
all clients (spawnBlips flag keeps blips hunter-only), sound plays 3D
at each pinged hider. Distance-based stagger (speed of sound + 35 ms
min gap) prevents phase cancellation when multiple hiders ping.
SoundEffect: new spatialize toggle (per asset, applied only to 3D
instances -> Steam Audio HRTF); removed unused fade field.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>