- 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>
New Assets/Audio/ with Hey.asset (+ ogg samples), Sound Effect
Distance Range moved there; Main.unity wires Hey.asset to the
MatchManager radar ping; The Room AudioSource tweak and regenerated
Player.prefab GlobalObjectIdHash (editor churn).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>