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I fixed an issue with the Noisemaker scrap type where other players could not hear the Noisemaker on their side, it appeared to only be client side. This was mainly fixed by ensuring the syncUseFunction attribute was marked true.
I've also reworked some of the Noisemaker scrap type logic, so now developers in the SDK no longer need to specify noiseAudio and noiseAudioFar, as they will be generated automatically.
Along with that, I reordered the grab/drop Audiosource to the beginning of scrap creation so that GetComponent grabs the right when in the game's code. I also slightly modified Terminal_Path.cs to make noiseAudio Diegetic.
Some of the other scrap types could probably use similar fixes, but I thought I would go ahead and fix one of them to not change anything too drastically.