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Let me know if you have any other issues or questions!
you answered my question perfectly. I had difficulties explaining it. Will add the entry to the custom sounds.
Thank you for your effort!
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.
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.
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
I'm happy to help but I will likely need to test your mod directly.
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.
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.
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
If this isn't working for you it likely means the server isn't running C#.
otherwise it's impossible to change config with multiple players
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.
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.
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.
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": []
},
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.