Barotrauma

Barotrauma

Soundproof Walls 2.0
891 Comments
Plag  [author] Nov 23 @ 11:34pm 
@rxleurn - It's possible you need to make it ignore water surfaces too. But first, you should confirm if you've got the right sound name. To do this, enable "Show Playing Sounds" in the Advanced tab and trigger the sound to play.

Once you know the filename, you can experiment by adding a unique fragment of the filename to different exclusion lists until you get the desired effect. The "Ignored Sounds" list can be used as a last resort to ignore everything.

There's a slightly more detailed explanation of this process in the Configuration Guide discussion.
rxleurn Nov 23 @ 9:06pm 
also i forgot to mention that the docking port thing didnt work, i put it in barrier sounds to disable it and im not sure if its cause of a mod i have that changes its sound but it didnt work
Plag  [author] Nov 21 @ 8:45pm 
​@ТильтMAN, @Тьмослав - Этот мод не должен так влиять на FPS, он работает даже на слабых ПК.

Сравните цифры в опции «Показывать производительность» (вкладка «Дополнительно») с командой консоли showperf. Это покажет реальную нагрузку мода.

Также проверьте звук в Windows: слишком высокий битрейт устройства вывода иногда сажает FPS.

Если не поможет, попробуйте в «Дополнительно» уменьшить «Макс. Играющих звуков» или увеличить «Интервал обновления».
Тьмослав Nov 21 @ 10:47am 
+
ТильтMAN Nov 21 @ 7:07am 
Я конечно не знаю какой пк нужен, но мой разогнанный R5 5500. Не тянет этот мод, стоит его убрать и фпс с 10 кадров поднимается до 200 во время боя.
Plag  [author] Nov 19 @ 8:42pm 
@kirP - Ah interesting, that makes a lot of sense hahah. Thanks for letting me know!
kirP Nov 19 @ 7:58pm 
hello mod maker
remember my continuous signal to door scenario killing my performance?
that happened bc I set my output device's sound quality to be ♥♥♥♥♥♥♥ high earlier lol
toning it down (192000 Hz to 48000 Hz) stopped it from affecting performance at all
Plag  [author] Nov 18 @ 3:30am 
@Aether♢Astra - Can you elaborate? The hydrophones seem to be working fine.
Dezztroy Nov 17 @ 1:09pm 
We'll try your suggestion next session, thanks!
Aether♢Astra Nov 17 @ 11:48am 
Monitor hydrophones seems to be broken atm
Plag  [author] Nov 15 @ 4:43pm 
@Yogurt - No incompatibilities like that have been reported. It's interesting that it only affects your voice chat - is your server running Lua with C# scripting enabled?
I would still recommend doing a fresh install of the mod. And when you get a chance it would be good to test with only Soundproof Walls enabled to rule out other factors.
Yogurt [8] Happy Holidays Nov 15 @ 4:30pm 
i assume its all defaulted as i hit reset all at the start of the session. it definitely was happening when 2.0 first came out for us aswell, so i assume its probably a mod compatibility issue, but we dont use any mods that change sounds besides this one afaik. are there any known non compatible mods?
Plag  [author] Nov 15 @ 4:26pm 
@Yogurt - This is on default settings? I've never heard of a problem like this. I would consider reinstalling the mod, assuming you've already ruled out other mods being the cause.
Yogurt [8] Happy Holidays Nov 15 @ 3:35pm 
even after a rreset and checking the duct option we still hear through all the walls, and now we have an awful muffling effect on all the voices when we attempt to communicate during times of stress. I get muffling local if guns are going off, but the whole point of a radio is to be able to cut through that stuff. any tips?
Mechanos Nov 15 @ 11:43am 
Ah, I see. Okay thanks. I'll give it a try then. :)
Plag  [author] Nov 15 @ 3:57am 
So, while configuring for other mods is rare, it is however, quite common to do some level of configuration for your own personal taste. For example, many players will reduce the default echo effect, or tweak the distortion. The mod is built around this customization and makes the process as quick and responsive as possible. Only the host needs to make changes and everything is done inside the menu. There is also the (under construction) Configuration Guide discussion.

Another example is fun settings like "Scream Mode" which makes the volume of your voice determine how far it travels, and the "Radio Preset" which changes how radios sound. Many settings like this are disabled or very neutral by default, because everyone will have their own preference.

I wanted to explain this for transparency, because unless you like the default setup like I do, there will likely still be configuration involved, just not related to compatibility like your original comment was concerned about.
Plag  [author] Nov 15 @ 3:26am 
@Mechanos - Problems like the ones described below are exceptionally rare, and often more a question of personal preference (for example, the suit breathing comment is about using Soundproof Walls as a tool to remove a sound from a separate mod). There's no strictly incompatible mods.

The only possible unwanted interactions will be limited to effects like distortion and sidechaining - these effects can fail to apply to modded gun shots if they don't have a descriptive filename.

If you DO run into an interaction like this and it happens frequently enough for you to notice and want to change it, only the host would need to make the in-menu adjustment as all settings are synced between players.
Mechanos Nov 15 @ 1:54am 
Will there be a compatibility patch for Dynamic Europa, and any other popular mods, at some point? Or will we be expected to customize/edit various problems ourselves, like the below suit breathing and piezo crystals?

I was thinking about trying this mod, and recommending it to our group based on how that goes. But.. I wanna be fair. Playing multiplayer with others in a campaign, I can't expect everyone in our group to make config changes... nor do half of us, including me, even know the game good enough to be able to figure out what's a problem, and what isn't. So basically, if a mod like this, has to be config'ed to play nice with others.. it's not for us unfortunately. Which is fine - but just wanted to mention that view point.
Plag  [author] Nov 14 @ 1:02pm 
@Dezztroy - Quick follow-up. Try decreasing the range multiplier of Dynamic Europa's piezo crystals to something like 0.2. With Soundproof Walls' default underwater range boost, this still comes out to be around 100 meters. From my testing this seems to be the most effective approach. I was able to leave distortion and sidechaining enabled too.

{
"Keyword": "piezo",
"GainMult": 1,
"RangeMult": 0.2,
"SidechainMult": 1,
"SidechainRelease": 3,
"Distortion": true,
"PitchMult": 1,
"MuffleInfluence": 1,
"KeywordExclusions": []
},
Plag  [author] Nov 12 @ 4:56pm 
@Dezztroy - Interesting, that's good to know. I'll mention this to the creators of Dynamic Europa.

Unfortunately the only way to see more of the playing sounds list is to increase your resolution. A bit of an oversight on my part, sorry. I know that Nvidia cards allow you to enable super resolution to achieve this. However it might be easier to just look in the mod directory.

Create a new entry in the Custom Sounds list with a Keyword that uniquely references the sound responsible and set its distortion to false and sidechain multipliers to zero.
Dezztroy Nov 12 @ 4:26pm 
About my issues earlier, turns out it was because of Dynamic Europa. It adds custom sounds to the Piezo crystals that are extremely loud by default with this mod.

Side note, is there a way to move/resize the Currently Playing Sounds list? For modded sounds, the line cuts off before I can see the actual sound file.
Plag  [author] Nov 11 @ 12:18pm 
@LoToS39(RUS) - That is strange.
You don't need to restart. Instead, verify you're modifying the right sound by enabling "Show Playing Sounds" and "Show Channel Info" in the Advanced tab.

This will display all active sound files and their current volume. If your changes to "divingsuitloop" are reflected here (or if the sound isn't playing at all), then it's a different sound causing the breathing. Figure out what sound is responsible, then take any unique part of this sound's filename and use it as the Keyword in your Custom Sounds list entry.
LoToS39(RUS) Nov 11 @ 12:02pm 
It's very strange. I changed the value to 0 and nothing changed.
"Keyword": "divingsuitloop",
"GainMult": 0,
"RangeMult": 0.9,
"SidechainMult": 0,
"SidechainRelease": 0,
"Distortion": false,
"PitchMult": 1,
"MuffleInfluence": 1.2,
"KeywordExclusions": []
Should I restart the game?
Plag  [author] Nov 11 @ 11:24am 
@LoToS39(RUS) - Create a new entry in the "Custom Sounds" list in the Advanced tab with the Keyword: "divingsuitloop" and set the GainMult to 0.0.
LoToS39(RUS) Nov 11 @ 11:16am 
How to turn off the breathing in a wet suit?
Как выключить дыхание в гидрокостюме?
Plag  [author] Nov 11 @ 10:16am 
@thibaut3000 - That kind of makes the nav remote more balanced. After all, the remote doesn't necessarily have speakers to play audio from. Still, I'll consider adding it in future.

Other than that the mods are fully compatible.
thibaut3000 Nov 11 @ 5:29am 
Can we have a compatibility with "Real Sonar" mod ? Mostly the [Nav Remote] on which the hydrophone doesn't appear.
Yogurt [8] Happy Holidays Nov 10 @ 3:24pm 
will check these things next session, thank you big boss.
Plag  [author] Nov 10 @ 3:13pm 
@Yogurt - Have you tried resetting your config to verify it's an option you changed?

Without more info I can only make a random guess. If your submarine has a bunch of open water ducts, sounds and voices will pass through unobstructed. You can prevent this by disabling "Traverse Water Ducts" in the Advanced tab.
Yogurt [8] Happy Holidays Nov 10 @ 2:59pm 
We have issues with the soundproof walls part of soundproof walls, it feels like local chat can just blast right through all our walls now. what setting have i ♥♥♥♥♥♥ up lol, please help i miss having private conversations with my traitor friends
Plag  [author] Nov 6 @ 11:29pm 
@Dezztroy - You mean the ambience that plays through the hydrophones? There's a slider to adjust that in the Hydrophones tab.
If that's not what you mean, you can easily find the sound responsible by enabling "Show Playing Sounds" in the Advanced tab. Once you find the name of the culprit, you can add it to the Custom Sounds list just like you did with the explosion sound and tweak it however you want.
Dezztroy Nov 6 @ 6:02pm 
Thanks, that did help with the piezo crystals being loud. However, I think the ambiance in Great Sea might be super loud too, it sounds like thunder.
Plag  [author] Nov 5 @ 9:54pm 
@Dezztroy - Correct. The piezo crystals play a generic explosion sound called "explosionmedium".

You can reduce the volume of this sound by adding its name as a keyword in the "Custom Sounds" list (Advanced tab). To make it sound more like vanilla, set the GainMult to 1.0, reduce the SidechainMult and SidechainRelease to 0, and set Distortion to false.

Note that doing this will also affect other instances of "explosionmedium" including grenades, which use the same sound.
Dezztroy Nov 5 @ 5:28pm 
Actually, pretty sure it's piezo crystals that are causing it. Whenever they zap the sub, it's extremely loud if you're outside.
Dezztroy Nov 5 @ 5:07pm 
Also having an issue where it's deafeningly loud outside. Both when swimming outside and when looking through a turret.

Tried changing the settings in Ambience, no difference.
Plag  [author] Oct 31 @ 11:29pm 
@Capt'n Cherno - It depends what you mean by loud.

If you're talking about the water ambience, take a look in the Ambience tab, specifically the "Outside Water Volume" and "Moving Water Volume" settings.

If you want to make sounds more muffled outside, you can increase the "Water Body" obstruction in the Muffle tab.

If you want to make the water echo effect quieter you can reduce the "Outdoor Reverb Strength" in the Dynamic tab.

Let me know if you're looking for something else.
Capt'n Cherno Oct 31 @ 11:22pm 
What setting can i change to make being outside of the sub not be so loud in dynamic? It's hard to hear even people over coms with how loud it is
Plag  [author] Oct 31 @ 9:19pm 
@Mustang - If you mean the sound of radios in general, check out the "Custom Radio Presets" in the Voice tab. You can also reduce the range of radio communication with the "Radio Range" setting, which will cause distant radios to start crackling sooner.
Mustang Oct 31 @ 9:13pm 
Is their a way to make the sound of radios distort and crackle like in barotraumatic? It sort of sounds like it does but it mainly sounds like it gets quieter but maybe im missing something. Thanks, this mod is great
lucky_washa Oct 24 @ 1:29pm 
@plag- yes even when set to classic for "effect processing mode" the problem still occurs.
Plag  [author] Oct 24 @ 9:46am 
@kirP - Okay cool, that answers all my questions. Thanks man, you've been very helpful. Have a good one!
Plag  [author] Oct 24 @ 2:52am 
@kirP - Wow, thanks for going through the effort of testing this. That's strange, but it does match up with your performance stats. For your system, it seems like it's less about how Soundproof Walls processes sounds and more about how many sounds are playing.

To confirm this with one last test, could you please try setting "Max Playing Sounds" to 32 and "Max Simultaneous Instances" to 5? These are the vanilla values. Then compare the frame drop you get with Soundproof Walls enabled and disabled (you can use the "Enable Mod" toggle in the General tab).

If there's still a drop when disabled, it indicates your system just struggles to play Barotrauma's sounds in general for some mysterious reason. Which would explain why there weren't huge numbers in the mod's "Show Performance" overlay. Instead, the large update times are likely in the vanilla game's "showperf" overlay.
kirP Oct 24 @ 1:42am 
Nuked my install of barotrauma clean, reinstalled the game, reinstalled lua, made sure only lua & this mod was enabled and the lever+door(s) combo was still destroying performance.

Dropping max playing sounds to ~45 stopped FPS from going from 100 to single digits and instead to 90
Plag  [author] Oct 22 @ 10:30am 
@TheDreamer, @Lagmanor - The mod is working. Every Barotrauma update requires a new Lua version and until the new version releases no Lua/C# mods work.
Lagmanor Oct 22 @ 6:46am 
Uhh, sure it's not a Lua problem? I mean, it's Lua dependent, and one *does* break after every update of the game...
I'm not at all making any statements here, mind you. It just seems that the devs focused purely on server lists sorting witht this one, and I as a totally random dude have no clue how would that break the sound logic...
Do not mind me though, I'm just bored here waiting for the Lua update, lol.
Plag  [author] Oct 22 @ 1:24am 
@lucky_washa - Sorry to hear that. I'll add that as a known issue for Mac in the Report Bugs discussion and I'll see if I can figure out a solution in a future update. By the way, does the problem still happen with your "Effect Processing Mode" (General tab) set to Classic?
Plag  [author] Oct 22 @ 1:21am 
@kirP - Your Soundproof Walls update time is spiking from 0.05ms to 0.2ms. This is likely from the mod's increased max sound limit (you can tweak this with "Max Playing Sounds" in the Advanced tab).

To put that in perspective, 60 FPS requires the combined update time to stay under 16.67ms. Your 0.15ms spike is not large enough to cause this lag alone, so something else must be taking up considerable resources.

You can type "showperf" in console to see your combined update time and a breakdown of all contributing processes. Your "Items" update time is probably high.

I tested your lever setup and the mod's spikes were 0.04 to 0.047 (high-end Windows PC) and 0.07 to 0.09 (low-end Linux PC), these jumps being considerably lower also points toward something else on your system using the resources. My combined update time never went high enough to see any frame drops.

Is it possibly caused by another mod? Also, you only get this issue in this specific door situation, correct?
kirP Oct 21 @ 6:05pm 
"It's unlikely related to the mod. Can you please verify using "Show Performance" in the Advanced tab?"
Not sure what I should be looking for but here:
https://cdn.steamusercontent.com/ugc/14134035929568009136/217D566669F44F8F75D638D05AC66B6AE361BFBF/

Don't have this issue with the mod disabled
lucky_washa Oct 21 @ 1:48pm 
Also(mac user) experiencing the same with sounds like how @fenthouse explained... it is very likely an issue with Mac ,tried tweaking with settings as well.