Barotrauma

Barotrauma

Soundproof Walls 2.0
822 Comments
Plag  [author] 3 hours ago 
@Leviathan - Hey, glad I could help :)
Let me know if you have any other issues or questions!
Leviathan 12 hours ago 
Hey Plag,

you answered my question perfectly. I had difficulties explaining it. Will add the entry to the custom sounds.

Thank you for your effort!
Plag  [author] Oct 19 @ 10:51am 
@Leviathan - I'm not 100% sure I understand. But assuming you're using the vanilla turret sounds, that seems normal. The game tends to skip the start-up sound and just repeatedly play the "raingunloop" sound from the beginning, which can sound pretty janky. You don't really notice this in vanilla because your ears stay locked to your character, so turret rotation sounds are always muffled or too far away.

You could disable "Focus Target Audio" (General tab) to keep your ears locked, but I recommend doing the following:

Find the entry in the "Custom Sounds" list (Advanced tab) with the Keyword "railgun". This entry is for the actual railgun weapon, and because it uses the same name as the rotation sound, we must add a new entry BELOW it, also using the "railgun" Keyword - should look like this: https://imgur.com/a/Z6HsTF2

Increase the MuffleInfluence to make it more muffled. I encourage experimenting with adjusting the PitchMult and GainMult to see if there's a sound you like more.
Leviathan Oct 19 @ 4:34am 
First of all, I'd like to thank you for this great mod. I have a somewhat specific question.

When I move a turret to aim, the sound starts as a new sound sample each time, even though the movement continues for another centimeter or so.

Perhaps it's something to do with my configuration (for example, I disabled Dolby for testing), but perhaps it's also a setting I can't find. Or maybe it just the Sound engine from Barotrauma.

I hope this specific question can be resolved somehow :D.
Plag  [author] Oct 19 @ 3:48am 
@FreeGamer - The default value where it says "Disabled" should be at 100% not 115%. Is your server using the latest version of the mod? And yes, you may have to rejoin the game for it to change.
FreeGamer Oct 19 @ 3:35am 
that might be it but it doesn't seem to change anything, the default with disabled is at 115%, do I have to rejoin the game for it to change?
Plag  [author] Oct 19 @ 2:53am 
@FreeGamer - There is a zoom component to the eavesdropping mechanic that has been known to cause problems with other mods that modify the camera. The feature is now disabled by default, but if you downloaded Soundproof Walls 2.0 when it came out you might still have it on. You can either reset your config or go into the Eavesdropping tab and set "Eavesdropping Camera Zoom" to 100%.
FreeGamer Oct 19 @ 2:33am 
Hey is it just me or does the mod somehow affect the zoom of the camera?
Plag  [author] Oct 17 @ 9:51pm 
@Ridex - I understand. Could you please upload the mod as unlisted and send it to me so I can test it? This issue sounds fairly unique. I want to help but I can't without seeing the code.
Ridex Oct 17 @ 8:43pm 
And the sound like repeating
Ridex Oct 17 @ 8:43pm 
Its local on my pc, but i tested it with SW 2.0 off, and its work fine.
So to clear out what i mean, its sounds like you just standing and pressing the button once and once again, and the music is like playing 10x times, like if you turn on 10 the same ones video but with 1 sec pause
Plag  [author] Oct 17 @ 5:34pm 
@Ridex - Okay, is it possible for me to test out your item? And to confirm, this doesn't happen if you disable Soundproof Walls?
Ridex Oct 17 @ 9:46am 
Yes, sorry for the lack of details. I add it by item, and its played by an item, its streamed, what do i mean by "turns into garbage", its sounds like its just looping the sound 10x times, so you can't just understand what is playing
Plag  [author] Oct 16 @ 10:33pm 
@Ridex - I'm not sure what you mean. How have you added music? Is it played via item or status effect? Is it streamed or looped? And what do you mean "turns into garbage"?
I'm happy to help but I will likely need to test your mod directly.
Ridex Oct 16 @ 10:24pm 
Hey, sorry to ask, but could you help me with something?
I added my own music to the game, so when I press a button, it starts playing, but with this mod, it just loops and the music turns into garbage.
I've disabled a lot of settings, but it doesn't help.
Target Practice Oct 15 @ 7:05pm 
I'll do that next time we host.
Plag  [author] Oct 15 @ 6:31pm 
@Target Practice - It's unlikely to be related. I suggest telling them to enable "Show Performance" to verify it.
Target Practice Oct 15 @ 6:27pm 
I don't have any performance issues myself, but several people on a server I host (anecdotally) report poor performance while using dynamic mode, and improved performance with static mode.
Plag  [author] Oct 15 @ 6:27pm 
@Target Practice - The performance will vary based on your system. I recommend enabling "Show Performance" (Advanced tab) so you can compare. But generally speaking you shouldn't have to worry about performance, for the average player this mod only costs ~0.01 frames per second.

Feature wise, if you switch to static mode, you'll lose out on all the features described in the Dynamic tab e.g., reverb, distortion, dynamic muffling, occlusion, and better sound path finding. There's a more detailed breakdown of these modes in the v2.0 patch notes.
Target Practice Oct 15 @ 3:19pm 
Also, what features does it lack compared to dynamic mode?
Target Practice Oct 15 @ 12:53pm 
How performant is static compared to dynamic?
Plag  [author] Oct 14 @ 8:27am 
@Azure - That's true. I initially built the menu system around single host setups where only one player could change the settings. Dedicated servers with multiple admins editing the config was something I didn't give as much attention. Maybe I could add a little toggle button that switches between the local and server-side config being displayed in the menu.
Azure Oct 14 @ 7:23am 
yes their config is uploaded to the server and forced for all players
but if I changed config A and uploaded to server then another player changed config B and uploaded to server too it will override my change
Plag  [author] Oct 14 @ 7:18am 
@Azure - That's already how it works. When a host or server admin changes a setting their config is uploaded to the server and forced for all players.

If this isn't working for you it likely means the server isn't running C#.
Azure Oct 14 @ 6:40am 
plz make config serverside so clients can change server's config
otherwise it's impossible to change config with multiple players
Plag  [author] Oct 12 @ 9:30pm 
@eduardooee74 - Almost definitely not related to Soundproof Walls. You can easily verify this by enabling the "Show Performance" option in the Advanced tab and looking at the FPS cost.
eduardooee74 Oct 12 @ 8:57pm 
Getting massive FPS drops when our sub gets close to another sub (pirate/thalamus), seems to only happen when both are currently getting filled with water
Bigfuk* Oct 10 @ 8:24am 
I’m not sure what the intended effect of the piezo crystals is, but I like the fact that they are really loud when you exit the sub. However (and this may be outside your scope), when playing with barotraumatic I would love for the advanced headset to dampen the crystal sound.
Plag  [author] Oct 8 @ 6:15pm 
@Lagmanor - That's awesome man, really glad to hear it. I'm very happy with how the new hydrophones turned out :)
Lagmanor Oct 8 @ 10:15am 
That's great to know, thank you!
I'll be saying it again, but man I loooove the hydrophones. The old ones were already cool, and these new are fantastic.
Generally think I'm approaching the point when I cannot imagine the "normal" gameplay without this mod.
Plag  [author] Oct 7 @ 6:39pm 
@Lagmanor - I was able to recreate this. Putting "gravitysphere" or "alien" in the "XML Ignored Sounds" list (Advanced tab) fixed it. This will be included in the list by default in the next update.
Lagmanor Oct 7 @ 4:25pm 
Been testing my own stuff in game and discovered this; just thought I'd make a heads up.
Something's odd with ruin sounds; hearing them via hydrophones makes them hearable regardless of current sonar/hydrophone mode, up until you get away far enough so they stop playing.
Unless you'll get to it first, I'll test it later with solely Soundproof Walls enabled to see if it's a compatibility bug, and then write a proper bug report message.
findecisive Oct 7 @ 11:55am 
okay awesome, thanks. their issue was that "vanilla sounds are good enough" so they removed the launch option and lua for barotrauma for some reason. i guess it's a matter of taste. i love your mod though :>
Plag  [author] Oct 7 @ 9:13am 
@findecisive - No issues, the mod just won't work for them.

For my friends, the easiest approach was sending them the Steam launch option command from the Lua page and not explaining anything. "Before you play, paste this into your launch options". Then they never had to worry about it again.

If you do convince them, when they get to the main menu, tell them to enable Csharp Scripting in the Lua menu, top left. Soundproof Walls requires it.
findecisive Oct 7 @ 8:15am 
will it cause issues if someone in the server doesn't use lua for barotrauma? i have a really stubborn friend who refuses to install it :P
Plag  [author] Oct 6 @ 7:38am 
@william.lewis.462 - You're looking for "Focus Target Audio" in the General tab, it allows you to hear from the turrets perspective. It's listed at #1 in the config guide. There's also a setting called "Hear Voices On Turrets" in the Voice tab, which does what you might expect (only relevant if you keep Focus Target Audio enabled).
william.lewis.462 Oct 6 @ 6:46am 
Thank you so much! Another issue we had was the periscope audio would be very different making it hard to have conversations whilst on guns and having a hard time staying on guns for long period as the audio was really bad, what settings should be changed to modify that? I couldn't find anything in the config guide but I could've missed it !
Plag  [author] Oct 5 @ 5:40pm 
@william.lewis.462 - Tweak the indoor reverb settings in the Dynamic tab. Specifically, "Indoor Reverb Strength" and "Indoor Reverb Duration" will make a big difference. You can find some other important settings in the Configuration Guide discussion.
william.lewis.462 Oct 5 @ 10:15am 
How do I change the echo strength? The modded submarine me and my friends use has crazy echo atm
Plag  [author] Oct 2 @ 5:36pm 
@ottum, @inconceivable - Glad you figured it out. It's common for people to forget about enabling C# scripting on dedicated servers. I might put something in the description about that. Enjoy the mod!
ottum Oct 2 @ 2:08pm 
Neverminddd, our host figured it out (the answer was, in his words, "copied a file called 'LuaCsSetupConfig' to the dedicated server" and also "EnableCsScripting="true"")
ottum Oct 2 @ 12:51pm 
I don't even know what steamCMD is :papyrus:
inconceivable Oct 2 @ 12:48pm 
ottum you should mention we're using a dedicated server with steamCMD
ottum Oct 2 @ 12:24pm 
Hi, I and some friends are trying to host a server and have our Soundproof Walls settings sync, but we're seeing an error message of "Syncing Disabled! The server has no config uploaded. You are using your local config." We all definitely have Sync Settings checked. So, like, why does the server "have no config uploaded" and how do we fix that?
-=WinneR=- Sep 27 @ 8:06am 
Спасибо большое!
Plag  [author] Sep 26 @ 7:03pm 
Во вкладке «Дополнительно», в списке «Пользовательские звуки», скопируй существующую запись.

Затем измени поле Keyword на уникальный фрагмент имени файла звука. Это может быть любая часть пути (имя папки, ID мода, буква), главное, чтобы она не затрагивала лишние звуки.

Чтобы узнать полное имя файла, включи опцию «Показывать играющие звуки» (в той же вкладке). Когда звук прозвучит, его имя появится на экране (можно сделать скриншот).

Вот пример:
{
"Keyword": "sound",
"GainMult": 2,
"RangeMult": 1.2,
"SidechainMult": 1.2,
"SidechainRelease": 1.1,
"Distortion": true,
"PitchMult": 0.98,
"MuffleInfluence": 0.95,
"KeywordExclusions": []
},
-=WinneR=- Sep 26 @ 5:57pm 
Забыл добавить, я использую Submarine sound makeover, который меняет ванильные звуки.
-=WinneR=- Sep 26 @ 5:53pm 
Привет! столкнулся с такой проблемой, использую мод THG Armory и турели оттуда, мод использует ванильные звуки, однако SW в динамическом режиме почему-то отказывается нормально с ними работать. Я немного изучил вопрос, возможно мне как-то нужно добавить звуки из них в конфиг, но я полный ноль в кодинге и понятия не имею как это сделать, можете что-то подсказать?
Plag  [author] Sep 25 @ 8:21pm 
@Envolve - There is no radio static by default. Have you checked your "Radio Static" setting in the Voice tab? If you want a perfectly clear radio, try the "Clean" preset under "Custom Radio Presets" (Voice tab).

Are you perhaps talking about the drowning static effect that plays over the radio when a player is speaking underwater without a suit/mask? If so, scroll down a bit further to the "Drowning Bubbles" option (Voice tab) and disable that.
Envolve Sep 25 @ 7:20pm 
how do i get rid of the freaking radio static? i cant understand anything my crew it saying