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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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@@ -18,7 +18,7 @@ namespace ADOFAIRenderer.Patch.Engine;
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/// (game and mod scripts).
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/// </para>
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/// <para>
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/// All prefixes run on the thread that calls the getter (normally the Unity main thread) and read <c>RenderManager</c> state
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/// All prefixes run on the thread that calls the getter (normally the main Unity thread) and read <c>RenderManager</c> state
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/// without locks.
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/// </para>
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/// </summary>
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@@ -264,7 +264,7 @@ public static class RenderEnvironmentPatches
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/// that loads an external audio file of the level into <c>audioLib</c>): from stage Load with
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/// <c>AdvancedConfig.ProcessAudio</c> on, forces <c>stream</c> to false. The game passes <c>stream</c> to
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/// <c>DownloadHandlerAudioClip.streamAudio</c> for ogg/wav/aif/aiff files, so these clips are loaded as non-streaming
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/// clips; the mp3 path uses <c>mp3Streaming</c> and ignores <c>stream</c>.
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/// clips; the MP3 path uses <c>mp3Streaming</c> and ignores <c>stream</c>.
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/// Reference: https://docs.unity3d.com/ScriptReference/Networking.DownloadHandlerAudioClip-streamAudio.html
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/// </summary>
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[HarmonyPatch(typeof(AudioManager), "FindOrLoadAudioClipExternal", typeof(string), typeof(bool), typeof(float), typeof(bool))]
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@@ -11,7 +11,7 @@ namespace ADOFAIRenderer.Patch.Game;
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/// <c>Persistence.language</c> (it returns immediately when already initialized); and <c>RDString.ChangeLanguage(SystemLanguage)</c>,
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/// which stores the language in <c>Persistence.language</c>, clears the initialized flag and calls Setup again.
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/// </para>
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/// <para>Always active (independent of the render stage). Runs on the Unity main thread.</para>
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/// <para>Always active (independent of the render stage). Runs on the main Unity thread.</para>
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/// </summary>
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[HarmonyPatch(typeof(RDString))]
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internal static class LanguageSyncPatch
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@@ -14,7 +14,7 @@ namespace ADOFAIRenderer.Patch.Game;
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/// </para>
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/// <para>
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/// Always active except when the mod features are disabled (<see cref="RenderMod.IsFeatureDisabled"/>, set from the
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/// driver warning dialog). Runs on the Unity main thread each time the editor scene starts.
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/// driver warning dialog). Runs on the main Unity thread each time the editor scene starts.
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/// </para>
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/// </summary>
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[HarmonyPatch(typeof(scnEditor))]
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@@ -8,7 +8,7 @@ namespace ADOFAIRenderer.Patch.Game;
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/// already off.
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/// <para>
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/// Patched member: <c>scrCamera.SetCustomFrameRate(bool enable, float frame)</c> (level effect that updates the screen at a
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/// lower frame rate). Enabling assigns a new RenderTexture to the camera quad material and refreshes it at <c>frame</c> fps.
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/// lower frame rate). Enabling assigns a new RenderTexture to the camera quad material and refreshes it at <c>frame</c> FPS.
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/// Disabling calls <c>Release()</c> on the quad material's current <c>mainTexture</c> and assigns <c>camRT</c> back. When
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/// the effect was never enabled, <c>mainTexture</c> is <c>camRT</c> itself, so the original releases the live camera
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/// render texture.
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