ReviveVoice
Plays the revive voice on every client; interruption stops playback and success lets the clip finish.
CHANGELOG
Changelog
1.0.3
- Identical plugin, audio and defaults to 1.0.2. The 1.0.2 upload was submitted with the NSFW flag set by mistake, which hides a package from the GTFO listing, and Thunderstore cannot change that flag after publication. This version only corrects the visibility.
1.0.2
- Lower the default
Audio/Volumefrom 0.85 to 0.5. The clipped line is a shout and 0.85 sat on top of the game mix; raise it back inBepInEx/config/HawChow.ReviveVoice.cfgif you want it louder.
1.0.1
- Keep the audio host across scene loads: the host GameObject is now created and pinned with
DontDestroyOnLoadinstead of riding the scene that is active while plugins load. 1.0.0 lost it at the first scene change, so rescue audio never played. - Rebuild whatever is missing at revive time: the host is recreated on demand and the embedded clip is reloaded if it was unloaded, so one lost object no longer mutes the rest of the session.
- Install the Harmony hooks before any audio work, so a clip or host that cannot be built at load time is retried on the first rescue instead of disabling rescue audio.
- Hold an interrupted revive for 0.35 s so a success packet that arrives right after the stop packet finishes the clip instead of cutting it.
- Retire a target's leftover success tail when that same target is rescued again, and log unresolved revive states instead of vanishing.
1.0.0
- Play the bundled voice when replicated revive state becomes active.
- Stop the matching voice on interrupted attempts; let successful rescues finish the full source tail.
- Keep simultaneous targets and repeated state packets isolated and idempotent.