Positional Audio #25
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Delete branch "positional-audio"
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Adds positional audio. Each type of audio source (UI, Combat, Enemy Death) has a positional audio component now. Positional audio is currently governed by three components - min distance (the distance from the source at which the sound is maximally loud), max distance (the obvious opposite), and the spread (basically controls how severe the panning is). It sounds okay right now, but I think there's some massaging of the values that needs to be done.