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changed dice script to only play sound locally on collision, to avoid every client which sees collision injecting audio and creating that overloud effect
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1 changed files with 1 additions and 1 deletions
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@ -94,7 +94,7 @@ function entityCollisionWithEntity(entity1, entity2, collision) {
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}
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}
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if ((entity1.id == dice[i].id) || (entity2.id == dice[i].id)) {
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if ((entity1.id == dice[i].id) || (entity2.id == dice[i].id)) {
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madeSound = true;
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madeSound = true;
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Audio.playSound(rollSound, { position: collision.contactPoint });
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Audio.playSound(rollSound, { position: collision.contactPoint, localOnly: true });
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}
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}
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}
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}
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