Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






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.
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».
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
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.
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.
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.
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.
{
"Keyword": "piezo",
"GainMult": 1,
"RangeMult": 0.2,
"SidechainMult": 1,
"SidechainRelease": 3,
"Distortion": true,
"PitchMult": 1,
"MuffleInfluence": 1,
"KeywordExclusions": []
},
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.
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.
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.
"Keyword": "divingsuitloop",
"GainMult": 0,
"RangeMult": 0.9,
"SidechainMult": 0,
"SidechainRelease": 0,
"Distortion": false,
"PitchMult": 1,
"MuffleInfluence": 1.2,
"KeywordExclusions": []
Should I restart the game?
Как выключить дыхание в гидрокостюме?
Other than that the mods are fully compatible.
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.
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.
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.
Tried changing the settings in Ambience, no difference.
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.
https://cdn.steamusercontent.com/ugc/13162475431936839056/DAD4861EA262A0323089A44A2EAC847D3407B310/
FPS barely changed between the 2
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.
Dropping max playing sounds to ~45 stopped FPS from going from 100 to single digits and instead to 90
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.
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?
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