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MJOLNIR Code Mods mods-v0.37.0
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Reload and grenade sounds for players who join a match under way
A player who joined a match in progress heard gunfire but no reload, grenade or other sound attached to an object; the lobby now gives their game the audio binding the join skipped.
Fixed
- Silent reloads and grenades for joiners (MJOLNIRLobby 0.17.1). The
game binds its audio layer to a match's audio world from a world listener
that runs when a match starts normally. A player who joins a match already
under way builds their game another way and that listener never runs, so
the engine dropped every object-attached sound before it reached Wwise:
reloads, grenade pins and throws, melee, equipment. Gunfire still played
because it takes another path. The lobby now performs that bind itself once
the joiner's game is running; the host and players who were in the fireteam
at the start were never affected and are left alone.
Added
- A sound tracer for the next audio bug: with
MJOLNIRLobby/native/sound_trace.txt
present when the game starts, every sound the simulation asks for, every
Wwise event posted and the audio binds are written tosound_trace.log
(docs/re/client_sound_roles.md).
The signed set of UE4SS script mods. Every artifact's hash is in
manifest.json, and manifest.json.sig is its Ed25519 signature
over the manifest — verify with keys/mod-signing.pub from this
repository. The launcher does this automatically and installs
nothing that fails verification.
Script mods ship only from this repository's reviewed pull
requests — see docs/contributing_code_mods.md to contribute one.