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Nico de Poel 852878765b Allow visual style to modify the particle templates during init, so GLQuake and Software styles can share the same particle systems, but apply different particle sizes and materials. Also slightly tweaked the minimum particle size on all effects. 5 years ago
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Platform.cs Updated FMOD to version 2.01.11 (latest stable) 5 years ago
Platform.cs.meta Updated FMOD to version 2.01.11 (latest stable) 5 years ago
fmod.cs Updated FMOD to version 2.01.11 (latest stable) 5 years ago
fmod.cs.meta Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
fmod_dsp.cs Updated FMOD to version 2.01.11 (latest stable) 5 years ago
fmod_dsp.cs.meta Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
fmod_errors.cs Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
fmod_errors.cs.meta Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago