Project Zomboid

Project Zomboid

Shared Death Sound
61 Comments
Yummy  [author] Apr 11 @ 3:30am 
I'll look into it a bit later, thanks for the information
marshmallow justice Apr 2 @ 1:22am 
https://www.reddit.com/r/projectzomboid/comments/rxcp8j/i_hear_gunfire_sound_radius_has_been_reduced_but/?sort=new this is the best example for it

I posted it on the PZ discord support since it's 3 years ago and still happening but the guy Beard there said it's probably hard coded into the game and B42 might address it.

it's funny because npc gunshots from the Bandits mod will play from a significantly farther distance away than player to player gunshot radius in MP. Which gives me hope that it IS actually addressable.. just nobodys done it yet... The most is the removal of the zombie audible range to gunshot nerf that they did in MP where gunshot sound range is nerfed further than single player. But that's a separate issue
Yummy  [author] Mar 28 @ 11:52am 
Maybe. To answer your question, a more detailed analysis is required.
marshmallow justice Mar 28 @ 4:07am 
Is it at all possible to make a fix for multiplayer player gunshots not being audible beyond like 10-15 tiles? I don't know when exactly it happened, probably the same time they nerfed mp gunshot radius, but it seems like there's no mod on the workshop to address this. I don't even know if B42 will fix it when their multiplayer comes out, it seems like such an odd yet intentional decision from the devs.
Sayokhan Nov 20, 2024 @ 9:57am 
a demonstration ?
Luke Nov 2, 2024 @ 1:27am 
Oh you mean as opposed to hosting the server on the same computer that's connecting to the game? Yeah I could try that. Next time I get on a PZ kick I'll give it a shot and report back.
Yummy  [author] Oct 30, 2024 @ 11:26pm 
@Luke Try testing this mod on a dedicated server with the same mods. If everything works correctly, then the problem is most likely in how the server handles sound.
Yummy  [author] Oct 30, 2024 @ 11:23pm 
@Ashie Ajin дело ваше
Ashie. Oct 30, 2024 @ 11:10pm 
намного проще просто не включать этот мод в коллекцию, спасибо)
Luke Oct 30, 2024 @ 11:09pm 
1/2

Your previous response:

"@Luke Thanks for your feedback and for your interest in my mod. I want to clarify that the mod's code specifically targets zombie death sounds and uses the game's vanilla methods to play these sounds. The mod does not alter other sounds (like car doors or jump scares) and does not affect their audibility or volume.

All volume and sound range settings for zombie deaths are automatically handled by the game, and the mod simply adds a call to play the standard zombie death sounds. Therefore, if there are issues with other sounds in the game, it is likely due to the server settings or the others mod's mechanics, not this mod.

If you have any more questions or suggestions, I'd be happy to look into them. Thanks for your understanding!"
Luke Oct 30, 2024 @ 11:09pm 
2/2

Hey man, thanks for the response. My server settings are basically vanilla, though I do have some mods installed:

AutoHide Hotbar
Autotsar Trailers v.1.40
Bedford Falls
CDC Rapid Response
CDC Rapid Response Settings - Hardcore
Cat's Reading Mod
Common Sense
Condition On Dash
Filibuster Rhymes' Used Cars Names - Lore Friendly
Filibuster Rhymes' Used Cars!
Foraging screen Illustrations
Long-standing Metal Constructions
RV Interior (v1.4.14)
RV Interior - Vanilla Addon
Rain Wash
Raven Creek
Smarter Storage
True Music ADdon: Tales of Horror Vol.2: The Twilight Zone - Compressed
True Music_v.2.141/2

Do you know of any of these that might cause conflicts with your mod?
Yummy  [author] Oct 30, 2024 @ 11:01pm 
Значит проверяйте на выделенном сервере или новом сервере только с этим модом.
Ashie. Oct 30, 2024 @ 10:58pm 
в случае с сервером - как раз удалить.
Yummy  [author] Oct 30, 2024 @ 10:58pm 
@ベル спасибо за комментарий
Yummy  [author] Oct 30, 2024 @ 10:57pm 
@Ashie Ajin "отключить" и "удалить" разные слова и имеют разное значение
bell Oct 30, 2024 @ 6:01pm 
спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо, спасибо!
Ashie. Oct 28, 2024 @ 10:46pm 
а, ну проще этот мод удалить, чем серверную коллекцию удалять. спасибо
Yummy  [author] Oct 28, 2024 @ 10:43pm 
Все
Ashie. Oct 28, 2024 @ 10:41pm 
а какие, к примеру?
Yummy  [author] Oct 28, 2024 @ 10:24pm 
Всё работает корректно. Попробуйте отключить другие моды и перепроверить
Ashie. Oct 28, 2024 @ 7:01pm 
звук часто багается и его слышно даже в 100 метрах, будто под ухом.
Yummy  [author] Oct 19, 2024 @ 5:36pm 
not in the plans yet :3
Yummy  [author] Sep 25, 2024 @ 8:00pm 
The error has been fixed, thanks for finding it, but be more careful in your reports. The error only appeared after joining the game. The more accurate the report, the faster I will find the error.
Deathstar Sep 25, 2024 @ 9:23am 
Producing errors for players on my server, pretty much anytime they kill a zombie.
attempted index: playSoundLocal of non-table: null
function: Add -- file: PlayZombieDeathSound.lua line #51 | MOD: Shared Death Sound
Yummy  [author] Sep 22, 2024 @ 7:39am 
I appreciate the heads-up, but it seems to work fine for others. Maybe your MP just needs a little coffee? 😎 If there’s something specific you’re seeing, I’m all ears!
clover <3 Sep 14, 2024 @ 8:34am 
the entire point of this mod is so that other players can hear the death sound that happens when zombies die so yes x3
hyteq Sep 14, 2024 @ 4:56am 
does this work in multiplayer
Yummy  [author] Sep 1, 2024 @ 1:50pm 
@Chaos_02 The error popped up if you kill a zombie while driving. I just released an update, please check and let me know the result.
Chaos_02 Sep 1, 2024 @ 1:08pm 
+1 @Katana I also get these exact Errors while driving (and possibly hitting Zeds).
The game is freshly installed, alongside all mods. Old and new players get them.

(Same Error as Katana here)

---------
STACK TRACE
-----
(.... KahluaThread.tableget....)
---------------------

RuntimeException: attempted index: isAimedFirearm of non-table: null
at se.krka.kahlua.vm.......tableget(KahluaThread.java:1689)
at ... (....very long KahluaThread at zombie.Lua....)


at the very bottom:
----------------------------
STACK TRACE
-----------------------------------
function: Add -- file: PlayZombieDeathSoun.lua line #28 | MOD: Shared Death Sound
Yummy  [author] Sep 1, 2024 @ 9:49am 
Thanks for your comment
doge Sep 1, 2024 @ 8:41am 
sounds pretty useful actually
Yummy  [author] Aug 29, 2024 @ 11:26am 
I have done tests, the mod works as expected. Please re-subscribe to the mod, most likely you have the previous version, where there was a similar error
Katana Aug 29, 2024 @ 10:24am 
`attempted index: playSoundLocal of non-table: null
function: Add -- file: PlayZombieDeathSound.lua line # 45 | MOD: Shared Death Sound
java.lang.RuntimeException: attempted index: playSoundLocal of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:641)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:173)
at zombie.network.GameClient.receiveClientCommand(GameClient.java:1513)
at
Katana Aug 29, 2024 @ 10:22am 
As soon as my friend kills a zombie
Yummy  [author] Aug 29, 2024 @ 10:03am 
In which case does the error occur?
Katana Aug 29, 2024 @ 9:34am 
I can send you the txt file of the console if you tell me where
Katana Aug 29, 2024 @ 9:33am 
bro they write me mistakes every time

function: Add -- file: PlayZombieDeathSound.lua line # 45 | MOD: Shared Death Sound
Yummy  [author] Aug 28, 2024 @ 9:15pm 
@Jakub I made some fixes, now the sound should play at normal volume for the player who killed the zombie. Please test it and let me know the result
Yummy  [author] Aug 28, 2024 @ 4:07pm 
Thanks for the suggestion, that's a really interesting and amusing idea! I can totally picture players just casually going about their business and suddenly hearing someone from Louisville bashing a horde of zombies — that would definitely add some adrenaline and surprises to the game! Your description made me chuckle a bit, so thanks for that! I’ll see how I can implement this fun feature in the mod.

Regarding your question about killing multiple zombies, I haven't tested this scenario, but the sound is played for each zombie killed separately, so I think the sound can overlap each other.
Loaf-fee Aug 28, 2024 @ 4:00pm 
Can you make it so that a person from Rosewood can hear someone from Louisville bashing a bunch of zombies. That would scare the crap out of newer players who are casually farming in their little farm house and suddenly hearing it miles away. Would the sound also reverberate if multiple people kill a horde of zombies all at the same time?
Yummy  [author] Aug 27, 2024 @ 11:59am 
Yes. Since this sound is also triggered for the player who killed the zombie... I will look for other ways to eliminate this, but for now this is the only way
Coby Aug 27, 2024 @ 11:55am 
does this make the zombie death noise louder? really makes my ears hurt now
Yummy  [author] Aug 26, 2024 @ 11:29am 
@Luke Thanks for your feedback and for your interest in my mod. I want to clarify that the mod's code specifically targets zombie death sounds and uses the game's vanilla methods to play these sounds. The mod does not alter other sounds (like car doors or jump scares) and does not affect their audibility or volume.

All volume and sound range settings for zombie deaths are automatically handled by the game, and the mod simply adds a call to play the standard zombie death sounds. Therefore, if there are issues with other sounds in the game, it is likely due to the server settings or the others mod's mechanics, not this mod.

If you have any more questions or suggestions, I'd be happy to look into them. Thanks for your understanding!
Luke Aug 25, 2024 @ 10:33pm 
1/3

Hey man! I love the idea of this mod, but it seems that perhaps there are some issues.

First, I was hosting an online multiplayer server, and my friend joined as the client. He could hear my sounds, but he could hear them when we were several blocks away from each other. Perhaps you should greatly decrease the radius at which sounds can be heard? I think that the other player should need to be within pretty close range, otherwise it's kind of confusing.

The next issue is that he could also hear other sounds, like car doors opening whenever I would get in a car, jump scare sound effects, zombie sounds, etc. Is this supposed to be the case? The same issue was present in that the distance was much too far that he could hear this.

And finally, I'm not 100% sure if this is the case (because we didn't get a good chance to test), but I don't think I could hear any of his sounds regardless of my distance from him.
Luke Aug 25, 2024 @ 10:33pm 
2/3

I had to disable the mod on our server for now because of how he was hearing almost everything I was doing regardless of his distance from me. I think that allowing him to hear things like doors (house, car, etc.) opening/closing, and zombie attack/death sounds and things like that make sense IF he's really close to me, but he shouldn't hear things like the jump scare sound effect that plays whenever a zombie suddenly enters your cone of vision.

Aside from these things, something that would be really cool is if you could change the volume of the sound effects based on proximity. For example, if you're within 10 feet of the player, the other player hears your sounds at like ~80% volume (they shouldn't ever be 100%), and then the volume could fall off every 5-10 feet or so after that until it hits 0 db.
Luke Aug 25, 2024 @ 10:33pm 
3/3

Another thing that would be cool (and if it already works like this disregard) is if the sound effects were more directional in some way. Like if the other player is standing somewhat in front and to your right of you as they kill a zombie, perhaps you hear the sound effect like 40% in your left ear and 60% in your right ear or something along those lines.

I don't know what might and might not be possible, but at the very least, as I said just above I don't think the other player should ever hear your sound effects at 100% volume (as if they're the ones performing the actions). Even if the other player is standing directly next to you as you kill a zombie, the volume of the sound effect they hear should be perhaps ~80% of the full volume. That way it's more obvious that the other player is the one doing the action associated with that particular sound effect.
clover <3 Aug 25, 2024 @ 5:18pm 
yea like some of them got their skulls and bones exposed imagine the potential with that
CaptainSzasz Aug 25, 2024 @ 5:12pm 
Man, I love finishing off the zombies!
clover <3 Aug 25, 2024 @ 7:16am 
the description is great wdym
libero2711 Aug 25, 2024 @ 7:15am 
bit psychotic of a description but if it works it works