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Normalize Comment Terminology
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -30,7 +30,7 @@ public static class AudioManagerFindOrLoadAudioClipExternalPatch
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}
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/// <summary>
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/// AudioManager._Play (private; AudioManager.Play forwards to it): registers each scheduled effect sound (hit sounds, PlaySound
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/// AudioManager._Play (private; AudioManager.Play forwards to it): registers each scheduled sound effect (hit sounds, PlaySound
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/// events, hold sounds without an end time) as an effect voice of the offline mixer and maps the returned AudioSource to it.
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/// Active while capturing (RenderManager.IsCapturingActive) with RenderAudio on. The original always runs: it creates the
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/// AudioSource the game keeps using (its PlayScheduled call is blocked during rendering by another patch), and the game sets
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@@ -46,7 +46,7 @@ public static class AudioManagerPlayPatch
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{
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if (RenderManager.IsCapturingActive && RenderManager.Instance.Configuration.AudioConfig.RenderAudio)
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{
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// Cache the clip on the main thread
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// Cache the clip on the main Unity thread
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RenderManager.Instance.AudioMixer?.CacheClip(snd);
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}
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return true; // Let the original method execute to prevent NullReferenceException
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@@ -104,7 +104,7 @@ public static class PlayWithEndTimePatch
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var mixer = RenderManager.Instance.AudioMixer;
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if (mixer != null)
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{
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// Cache the clip on the main thread
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// Cache the clip on the main Unity thread
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mixer.CacheClip(snd);
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// Convert absolute DSP times to relative times in seconds from render start
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