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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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