#Lethal Resonance
1 messages · Page 22 of 1
Are you familiar with how randomness is currently handled by customsounds?
make it slow as balls
You shut the hell up you traitor
no?
Basically if I have 3 variations of creak1.ogg I would name them creak1-33.ogg creak1-32.ogg and creak1-35.ogg
game already takes some 40 seconds to open from all the other mods i have on my pack, and from what i've seen most ppl are running big packs that take a good while even with no LR or something of the sort
To specify the percent chance adding up to 100
But why add
alright this new build should include more audiosource patchers so basically any sound is replaceable now
going to work on the weight system now
Bongo bongo bongo I have a question
sure
my point being: if it's already taking "huge amounts" in the user's eyes, a bit more will not matter as much. if you already get into the mindset of "not gonna wait for this, lemme do something else", it taking more time won't be such a bother
since you're already doing something else
Tbh I’m not really hung on this, but I know bongo is good at what he does so asking for more is preferable here 🥲
ofc, we love unpaid work over here
Also why I laid out core priorities first so he can build framework around it instead of a shady patch later on
make him work 😈
so you can input it as "MeltdownHandler:meltdownMusic" and it will replace the meltdown music
So this would work for any mod IF I could find its file name
you'll mostlikely need to go back through literally every single sound
WOAH WOAH WHY
well yeah on debug logging it already logs out what it needs
oh fair
^
if i don't want to support just having "Menu1" has the replacement value
instead having "Crawler:Stomp1"
it'll just be quite a bit of work
plus if the UI thing (like minecraft) ends up being a reality, knowing a sound name would literally be as simple as hearing it in game
yeah you just gotta pay attention to the log atm
So rename all crawler sounds to crawler:sound name?
In the future
well that was an example
Ah I see
your sound file names no longer matter. you can have them be what you want
that's so much better organization wise
it all gets defined in a "sound replacer" like this:
{
"replacements": {
"Crawler:Stomp1": [ // <- This is the sound you want to replace
{
"sound": "enemy/crawler/stomp1.ogg" // <- points to whatever you want
}
]
}
}
Oh and I specify the file name to be pointed to
yes its a lot more control
So is everything decided by filename? whats the setup?
no it specficially isnt decided by sound name
one sec making a better explantion
it takes the file name from the game's files
and you point it to a sound
in your files
So then under each specified name in the example I would have a list of what files it could choose for replacement with weighted values
I’m guessing
your comments are perfectly understandable in the code lol
yes, like he said earlier, you'd have an array of sound files
you have a set tree that you need to setup.
here "replacers" defines every "group" of sounds you want to replace
Dude… lcsoundtools took over a week to fix some sounds playing at the wrong time. It’s been LIKE AN HOUR
inside a sound replacer group you define stuff like this
And bongo is churning
So does it search through a specified file directory?
For the pointed sound
yes it searches your "replacers" folder
Coolio
than those "sound" variables point to <path_to_pack>/sound/<path_to_sound>
so "sound": "music/main_menu.ogg" turns into ...\Lethal Company\BepInEx\plugins\SoundAPI_testpack\sounds\music\main_menu.ogg behind the scenes
I see I see
So it can search through multiple folders so we can keep stuff organized too
Very very cool
yeah, it'll also deal with dirs inside of dirs inside of dirs etc. so music/a/b/c/d/menu.ogg will still resolve correctly
Very very very very nice
see heres an example pack that has everything setup
Does it work?
To like what level
that example pack replaces the main menu music
Ah I see
with the one you gave me
So to load all replaced sounds it would require a long conversation between me and the json config
yeah that's the most annoying part
and with the whole "Crawler:Stomp1" system it isn't going to play nicely with your existing file names
speaking of which need to do some quick processing on those to get them working full correclty
Why does this say alternate
to demonstrate how you'd have it randomly pick between two sounds for one sound
yeah there is no _alternate but it was for example
probably just loaforcsSoundAPI
Very creative
because i think loaforcsSoundTool is a bit on the nose
Loaforcs soundscaping I can see it now ✨
But it’s like landscaping for sound
new build, includes better string filtering (if you wanna know changes Crawler(Clone) :Stomp1 to Crawler:Stomp1
basically internal unity stuff when a new object is created it chucks (Clone) on the end and i just removed all of those and any extra spaces before or at the end
just makes determining those names better
I somewhat see
gotta make these breaking changes before you convert everything
Now that sentence I totally understand
yeah if you wanna have a go at converting some of your sounds over and tell me any problems you run into
I will attempt to
the audiosources are weird where sometimes they include (clone) and other times they dont, make sure to accept either in the code
i just removed it if it exists
it needs to be there otherwise it won't be picked up as a sound pack
ah
i plan to use it for defining your config options and other stuff soonish
no working on that now
so is everything starting with MenuManager? how do I know what to put here to add more sounds?
if you enable debug logging and boot up the game it will tell you
it'll log out "MenuManager:Menu1"
see
yeah its for your own logs
Menu1 would be the name of the actual ingame file
and main_menu.ogg thing is the name of your life
yeah MenuManger is gameobject.name and Menu1 is clip.name
yeah "sound" there points to a file in your folder structure
that part I got
wouldnt he need to know all teh game object's names?
boot up the game and look for LungProp:somethingambience
it logs that too
oh wait actually LungMachine would be the ambience already wouldn't it
so i would have to play the game watching the logs to collect all 760 sounds :S?
so you'd be looking for <something>:LungMachine
hey, super mario odyssey had like 999 stars, you can do 760 sounds
yeah 😔
oh this revelation is terrifying
theres got to be a list somewhere
THERES NO WAY there isnt
yeah thats what im thinkin
welp off to development resources
im thinking there could be a way to get all the prefab references to an audio clip in a unity asset rip
i dont think you'll find what you need there without knowing what you need to do lol
like bongo said, you'll have to asset rip the stuff prob
I think theres programs to do that
best solution I have ever heard
#dev-general message
yeaahhhh that development general post seemed like it went poorly
This I can agree on
chat some stack overflow answer from 2016 may help
This bodes poorly
it compiled
stack overflow answers are always old and good
i hope it only has to run this once
lol hopefully
Intel pentium
you're just trynna grab a list of names anyway so i dont see any reason to run it again
unless zeekers adds more sounds
a little bit more powerful
In update 50
YEESH
well in that case everythings already been updated and you can use the new system going forward
haha this has got to be the funnies thing
but it worked! -ish
pointed me to the scriptable object so its BaboonHawkEnemy:KillBaboon etc
That's amazing!
alright chat moment of truth do i have to rerun it every time
Thx Bongo ❤️
I just wake up with that Wonderfull notice
Does this mean I could merge LR meltdown into LR? Just making it configurable?
yes
Woo
unity is not liking this
Oh shit is that a whole list?
yeah tryna get it to output it into an nice file though
Maybe a third party program for UI? Not everyone will want to edit a json
Well customsounds and lcsoundtools aren’t going away. This will just be an option
no, i'm making this as an advanced lcsoundtools/customsounds
yeah im not replacing them
Also more than likely people will just download LR to rip its config if I’m being honest
That’s how meltdown went lmao
their brain is going to be puzzled though because itll be very different
working on a python script to hopefully automate a lot of this step
I mean if they just find the file name and upload it with all missing sounds but the one they want to change
It would probably work
good start
seems i need to somehow get the refernces from the scriptable objects and from the scenes
42%
274/659 is indeed 42%
alright extracted audio guids part 1/2 for scriptable objects
alright getting somewhere now, getting audios from scriptable objects
41.578149% actually
i see you've discovered calculators
Setting this script up for the first time is going to give Mr both carpel tunnel and depression
It’s called long division
But I did use a calculator yes
everyones favorite, carpet tunnel
im almost done 😔 (with scriptable objects, and scenes don't look too much harder now that i under the unity format a little better)
i dont think you know how calculators do math
but you've got the spirit
Scenes? ?_?
yeah if a audio is in a specific scene it shows up as a scene
Always 😩
Yeah don’t bother explaining this to me, it likely will just waste your time 🥲
I don’t understand BUT more importantly I don’t think I need to understand in this scenario
you didnt happen to pick an hdd to dump it all into?
its actually not that much data, and i'm packaging up the different processors so i can test each one indivually
these scenese look interesting great
wdym?
like what are you doing rn
all this code above seemsl ike its before the game is ran
I am headed to bed it’s 3:30 I will be back I appreciate you @small pond
gn
yeah it's going to be run once
Ill be here if you need testing
whats it doing
probably way better ways of doing this, but im tryna take this list of audioclip references and translate them to the new converted format, got prefabs and sciptable objects done, scenes are being a pain though
so example that 0DaysLeftAlert sound is used in a object in the samplescenerelay scene and i wanna get the gameobject that it's attached to
what do you mean new converted format? like file format?
the GameObject.name:AudioClip.name thing from AudioClip.name
but why tho
cause im like 90% sure audioclips being named the same thing were causing issues
if that is an issue
which i'd be shocked if it was, renaming the assets seems like the wrong approch? unless im missing context
i'm not renaming assets i'm just adding another check where it will match both the gameobject and the audio clip name
{
"replacements": {
"Menu1": [ // <- Only checks audio clip name
{
"sound": "music/main_menu.ogg"
}
]
}
}
{
"replacements": {
"MenuManager:Menu1": [ // <- Checks gameobject name as well
{
"sound": "music/main_menu.ogg"
}
]
}
}
when do you do this check
wdym? this is a preprocessing step i only need to run once
im tryna automate it getting those gameobject names, then these are saved to json files and don't need to be touched again
shi thats a problem.
thats why i was kinda confused on how any of this could be done in editor aha
i might do another step where i also check just the audio clip names but do a warning. because using the gameobject is better
relevant for scrap and monsters etc. too
well the main problem they were having was the blob and other vanilla stuff were making incorrect sounds
so i kinda focused on vanilla
in theory you could probably just build yourself a dictionary of audioclips scraped from vanilla at runtime then have like replacement ones as the value
then patch audiosource itself so if dict contains key play value instead
idk
Those are fixed, the way the slime works isnt properly handled by LC and iirc it was a difficult fix
ah zeekers moment i see, well damn then.
basically
pretty sure lcsoundtools is still pretty buggy
yeah its got just a buncha stuff that isn't really needed
and my tools gonna be open more options
Any chance we'll be able to change properties of the sounds? Like how far you can hear it from or whether it has random pitch variation or not
probably
if people could run with these two in their plugins folder it'll automatically list out the gameobjects attached to the audioclips. after tryna trigger a bunch of the sounds there will be a "OutputFinds.txt" in the same folder as 'lethalcompany.exe' and if you send that back here i can collect it all.
crowdsourcing this update
so what do you want us to do again?
place both files in the plugins folder, trigger a bunch of sounds, close the game and then get the "OutputFinds.txt" file from the game folder
sure ill see if i can do that rn
like this?
i knew something felt off lol
alright they're in the plugins folder for bepinex now
im running with a couple plugins so not sure if this is yours
what the heck
i grabbed a egg beater and the game freaked out lol
couldnt do anything except exit out
wheres the outputFinds.txt?
it's in the lethal company folder, parent of BepInEx
👍
no lol
all its doing rn is just listening on audiosource play's cause it hasn't loaded any soundpacks
fair
btw for plugins in bepinex
can i just delete them and nothing bad happens?
like this file was originally empty right?
i cant entirely remember lol
yeah, its fine to delete most mods, just ones that add new content are gonna cause issues if you open up a save with missing mods
yeah thats fine then
thunderstore would handle that for me
do you need me to keep going?
nah got lethaldevmodew setup so gonna do a bunch of enemy sounds
alright have fun with that
already found a third of the sounds yipee
noice
Hey, can you find the passive breathing Dog sound?
It seems that there're two "breathe" sounds and in CS I can only change the Aggressive one
"Breathe1"
I'm in bed rn, but if you use the latest miss version I posted you could try find what the sounds are
one is for the little girl, the other is for the dog (I think)
Breathe1 is the Aggressive one
growl is the aggressive one, breathe1 is the calm one
@molten bolt if you find it using this it'd be helpful
i believe
I see. But Idk why when I change the Breathe1, it only can be heard post Aggressive, when he's searching you post chase
I've made A Lot of tests and it didn't change [`:
I had a similar problem, but it seems to dissappear after a while
@small pond Heres a full list of the sounds I made if it helps
This also helped us, thx!
and heres this thing from me
Jesus you went on an adventure, this is going to be a large portion of the remaining sounds thank you
Shockbeam 2 is aimdirection, shockbeam1 is curve2
Zeekers moment
Also I wanted to say that the sounds of big metal doors inside the facility were way too loud for us, I decided to reduce their volume
The one doors that can be opened and closed from terminal. We have a 'dysfunction' mod that makes them open and close randomly so that's why we had to lower the volume
lmao was so interested in what bongo was doing i forgot this was for resonance
needs a new thread tbh
Probably in #1175883003474485369
Well I dont gotta give him the role
He already has it
So up to him when he releases
To use it
Does it need to be released for one to be made there?
Do I need something more than this in the plugin folder?
Nope
what should it give me?
as in the game's installation folder
I think I broke something... 
I think so too
And this is how it's heard ingame
Mine started working after about 20 seconds of being within range of the dog
Mine works after he attacks
Or that
and regarding the dog (and ship), there're only these sounds
VoiceAudio:Breathe1
VoiceAudio:Roar
VoiceAudio:KillPlayer
Ship3dSFX:ShipEngineOutside
LowAction:LowAction
Yeah I noticed a stark lack of sounds in the generated list, maybe its omitting ones bongo already had
@upbeat hound consider putting LR on #mod-showcase before/after the overhaul with bingo's new api
Yes
I see much progress has been made
Wdym?
Oops didn’t mean to reply that message
Lol
I wonder if I replace Scream1.ogg with doom music, if the dogs still play doom music when they're angy lmao
They used too back before it was called LethalResonance lol
so id approach the ship with dogs around it and just hear doom music xD
In theory it'll work as long as it's given the same name lol
What? There was no before lethal resonance ?_?
Yeah, it was called something else ;3;
You mean abyssal?
yeeee
That's moroxides if so lol
Ohhhh do you mean moroxides mod,
But they did merge
I see my b
yeah, I know they did <3 the greatest merge lethalcompany has ever seen
I still think bongo should merge facility meltdown with lethal haptics tbh
That would be the true greatest merge
Smh lol
hahahahahaha
That’s what I’m saying, that final explosion going crazzzyyy
pixel what are the plans for LR when bongo's drops the v1.0 of the sound mod
what will you do with all that power
port most sounds onto the new system I imagine
Absolute genius
He saw through our plan
Not most. All of them :]
lulw fair enough
reworked question then: assuming all 7 commandmends come to fruition, what are some plans/ideas for sounds you will suddenly be able to add?
Hes gonna fix the nonexistent configs that he was supposed to make ages ago
😭 we never getting new sounds ever again
well we would be able to replace any sounds added by other mods as well which would be cool. If the conditions system all comes through we should be able to make specific noises more specific when occouring making it so we can have more precise control over what sounds people experience when and adding new sounds that wouldnt have made sense without the extra level of precision
ofc, but any specific sound you've just been itching to add? any "damn, i WISH i could add this"
nope, I've never thought about it since I didnt have the ability to do so
you'll be able to basically redo the insanity mod using only sound conditions, no? at least really bring the mechanic alive, instead of just being a ghost girl spawn metric
if the sound conditions is really powerful there's not really a limit to what you guys could add, tbh
I think more than anything we will be able to adder Personalization to sounds
the ghost girl was the first time we have been able to do anything like that and I realized just how awful it was
WOAH HOLD ON, BONGO COULD NAME HIS SOUND THING "AUDIO ALTERATION API" So he could be AAA👀 yall see what im saying
i'll start thinking of scenarious that would be cool, in case it comes to fruition
be my guest, may be useful
I MEANT TRIPLE A LIKE WHEN GAMES ARE BIG AND "POLISHED" SO THEY ARE CALLED TRIPLE A
Thought i'd try my hand at making something in a similar style to LR
yeah I've been sharing new lists that only contained the ones I was missing
down to 75 unique sounds missing
going to go through now and make some educated guesses, should hopefully bring it down a lot
here eat another
seems like only missing weather sound effects, a bunch of sound effects at the company and walkie talkies
down to 61 from that thanks
im like 80% sure these don't play ever because I went to vow and broke the bridge
We are close
is NeckCrack under player supposed to be when you die to falldamage?
bracken
no this one
Fall damage would be DieFromFallDamageSFX1
i dont think this one has been playing correctly, cause i died to fall damage
{
"replacements": [
{
"matches": ["*:DoorOpen1", "*:DoorOpen2"],
"sounds": [
{
"sound": "facility/door_open1.ogg"
},
{
"sound": "facility/door_open2.ogg"
}
]
}
]
}
chat what do we think about the new syntax
so what other features are we gonna get?
mainly: (but not done yet)
- better randomisation
- conditions for certain sounds to have the chance to play
this new syntax lets you match multiple sounds so you dont have to repeat yourself
will specifying the source of a sound also be a condition?
wdym?
a lot of ambient sound plays in multiple places, so specifying where it should play
*:DoorOpen1 well this would match for any thing with a sound named DoorOpen1, basically how lcsoundtool/customsound works, should use this only when nesscary
what if two things use the same sound
then *:DoorOpen1 will match both, if you only want to change one you'll need to do SteelDoorMapModel:DoorOpen1
so you can specify audiosource?
yeah you can specifiy the exact name of stuff
I know there are several sounds that use the same sound AND audiosource, so there would need to be a third step
well then you'd want to match for that no? if it's the same sound on the same object you'd want to keep replacing it?
rephrase that?
if there was a sound named DoorOpen1, i have two choice
- use
*:DoorOpen1, this matches for ALL audio sources that use a clip namedDoorOpen1 - be more specific and
SteelDoorMapModel:DoorOpen1only do this, only matches the regluar facility doors
But that still falls flat in a few specific situations
For example, the spore lizard and spider both use "Step" as their footstep sounds, and they both have the same Audiosource as well ("CreatureSFX" I think?)
That means both would use the same sounds
NeckCrack is not equal to CrackNeck
hmm yeah, maybe i can also add a check for the name of the parent
That would probably be enough
oh we getting Chiropractic therapy?
crack
got the new sound match resolver working. that was a lot, lol
speaking of which is there a way to get ths back? i actually loved it.
manually download an old version of LR, rip the file, put it back in
ok
Oh also, you shold make a separate thread in #1175883003474485369 for your thing
yeah when its ready
doesnt have to be finished for you to post there, this one is for LR anyway
{
"replacements": [
{
"matches": ["*:DoorOpen1", "*:DoorOpen2"],
"sounds": [
{
"sound": "facility/door_open1.ogg"
},
{
"sound": "facility/door_open2.ogg"
}
]
}
]
}
alright advanced matching is done, this will match for all sounds that play "DoorOpen1" and "DoorOpen2" should also include modded sources,
Cool!
i got ghost pinged nooooooooooooooooh
I'll give you the Link of the mod
oh
Mb, it was my fault
ok thanks np
Oh, kk
i'm working rn to convert all your old sounds to the new system
theres only 56 that are missing
Do you know what they are or are we looking for them?
Stinger_EnterDefaultMaze
Stinger_EnterManor
AmbientMusic1
AmbientMusic2
AmbientMusic3
BridgeCreak1
BridgeCreak2
BridgeCreak3
DangerousMoodAmbience
DarkAmbiance
LateDay
RockCrumble5
WaterAmbience
BaboonKill
AngerAtDesk
AngerAtDesk2
BellDinger
chatter1
CompanyBuildingMusic1
DoorShut
SmallHatchDoorOpen
TakeItems1
TakeItems2
TakeItems3
TentaclesAttack
Breathe
Growl
MainDoorShut11
MetalDoorShut11
ExtensionLadderMetalSlam
WalkieTalkietransmissionOff
WalkieTalkietransmissionOff3
WalkieTalkietransmissionOff4
WalkieTalkietransmissionOff5
BloodGore
Button3
Rain
StormyRain
Thunder1
Thunder2
Thunder3
NutcrackerHitEye
Bird2
Bird3
KillDoubleWing
ChangeSuit
CriticalInjury
FallInWater
NeckCrack
CollectScrapSmall
DeadlineAlarm
RewardGood
RewardMid
SuckedIntoSpace
SingalTranslatorFinish
SingalTranslatorLocalSFX
yeah, there's a "RewardMid" sound. That's where you obtain a small amount of money on Company after selling
ohhh
Wow
Knowing zeekers that might be correct
there we go fixed it
nah forgot to let the script combine them all down into the * operator
speaking of zeekers he said on twitter each update he wants to make the game feel like he brings a new alien species out of a zoo, so for update 50 i wonder whats releasing 👀
me

So will we have to manually write these down for each sound?
alright going to do a little bit more on this script and it should be able to convert the remaing stuff
that file i screenshotted wasn't made by me, i made a script that takes all the sounds that people collected and formats it correctly (using lr's existing file structure as well)
like its one of the scripts of all time
Lots of ifs, always a good sign
yeah doesn't matter if its slow as balls
alright testing out the full(ish) pack now
nvm my script is having a moment and isn't copying the sounds
Oof
Nice script
yeah i used the wrong varaible because python doesn't have things fall out of scope from for loops
chat its working
It's working?
just gotta do a little bit more cleanup one sec
like there's no random variation yet
the bloody clip didnt pick up sound one sec
the latest version of the mod will also log all the sounds it finds in the background so we can start assembling a master audio list
Oh god, for one second I thought my headphones stopped working.
Time to check!
yeah idk why my clips aren't having sound in discord
statup times are pretty bad rn, going to let you decide which ones have to be loaded first (like the main menu sounds) and then i can do the rest async while you load into a game
also weight is already implemented, i've just yet to do that conversion in the script
so we're already feature par with lcsoundtool/customsounds
Do I put the Zip in the plugin folder?
no youll need to unzip it
Oh, got it
what's the file name?
yeah so it works like this
{
"matches": "TelevisionContainer:TurnTVOn",
"sounds": [
{
"sound": "ship/TurnTVOn.ogg",
"weight": 1 // 1 is the default so you don't need to state it again
},
{
"sound": "ship/TurnTVOn_otheruoawfnwof.ogg",
"weight": 2 // <- twice as likely
}
]
},
@upbeat hound I found ship music for you
my ear drums bleed
Maybe
HighAction1, HighAction2 and LowAction don't work
also are you sure you're not meaning to replace the ship ambiance?
what are those for? like what does it replace
HighAction (when a monster chases you)
LowAction (when you find a monster)
also, no breathing on dogs
do you have debug logs turned on?
i think thats a base game bug when you do the debug room, because i only swap out the audioclip and don't play with any other settings
but yeah debug logs log out what id it tries to look for
also unique_sounds.txt in the BepInEx/plugins folder should contain it
found something strange with the coilhead sounds.
Let me see 1st if it's from our part
SO I CAN HAVE DIFFERENT DOOR SOUNDS FOR MANSION AND FACILITY?
yeah you should be able to
plus i could just add a condition that checks what interior it is
which i means you could have seperate ambience tracks for each interior
It's from our part :[
wdym?
idk how, these sounds have an strange echo and a bad cut at the end, despite I made it perfectly
I'll check what happened and fix it for the next update
🥺 You’re my god damn hero
Whaaaatttt
I'm not crazy right?
Do you hear the cut?
Ugh gets out of bed at the crack of 3Pm
I'll fix it, dw
ummmmmmm
you fixed it by cutting one of the sounds off? : (
Watch invincibility + jester is fine time and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
I mean I was digging it
Welp the jester works
No, there was my og modification
WAIT WHAT does that mean I messed it up?
oh I know what happened, Prob a faulty export where I highlighted too much
Oof
Welp, here's the og modified sound
the sping wobble 1 has a sound cut in the middle of the clip
and the wobble2 has CRAZY fast fade in the middle, regardless it will be easier to work with these than the ones I screwed up ;-;
bringing the weights over
can weight be the same on 2 clips?
yeah
DUDE FINALLY
yay
oh that makes sense why there's the 49/51 sounds now
no more math
Yay🥺
also doesn't need to add up to 100
Yay x2
@small pond WAIT I HAVE A HUGE QUESTION
yeah?
um turn on debug logs and then share the log
ok
I HOPE IM NOT TOO LATE, LETS SAY I am using LR meltdown and I want to add more alarm sounds that are all designed to work with eachother in sets of 3. Is there a way to make it so IF it picks Alarmsound 1 that it will also pick Alarmsound 1-2 and alarm sound 1-3 as a set . If it was to pick a differnt alarm set that it would pick alarmsound2, alarmsound2-1, and alarmsound 2-2?
I hope this example makes sense
maybe, would require a bit more work + the condition system
can a condition be "if" alarmsound 1, then play alarmsound 1-2 and 1-3?
Thankfully someone asked this
hold on let me just
it would be a little bit more complicated and what i'm thinking is a "preprocessor" that happens before it actually fully chooses your sound
in that "preprocessor" you could have it randomly set a variable "AlarmSound" to 1, 2, or 3. then use a condition to check for that variable
Prove him wrong, please bongo
cries happy tears
bro this soundtool is going to be a fuckign game engine at this point
I MEAN BONGO if you want to replace THE ENTIRE game sound handler while you're at it, it would be a welecome change
I hate how this game handles sound
zeekers
i think he is funny
well my tool basically already abstracts that, you can name your sound files anything you want, that's the replacer json'
s job
to point your files to the audioclips
thank god so i only have to suffer once
unless your script pulled a written json?👀
No lol
You trynna make your mod unplayable with every other mod?
most of them :3
Yeah thats fair
@upbeat hound I want to thank you
For the amaizng work you did with the jester
Because without it, I would not have survived this bullshit
I am super surprised, I did not expect to not suffer, When you say MOST of them do you know which ones ARENT?
specifically these ones are still missing:
Stinger_EnterDefaultMaze
Stinger_EnterManor
AmbientMusic1
AmbientMusic2
AmbientMusic3
BridgeCreak1
BridgeCreak2
BridgeCreak3
DangerousMoodAmbience
DarkAmbiance
LateDay
RockCrumble5
WaterAmbience
BaboonKill
AngerAtDesk
AngerAtDesk2
BellDinger
chatter1
CompanyBuildingMusic1
DoorShut
SmallHatchDoorOpen
TakeItems1
TakeItems2
TakeItems3
TentaclesAttack
Breathe
Growl
MainDoorShut11
MetalDoorShut11
ExtensionLadderMetalSlam
WalkieTalkietransmissionOff
WalkieTalkietransmissionOff3
WalkieTalkietransmissionOff4
WalkieTalkietransmissionOff5
BloodGore
Button3
Rain
StormyRain
Thunder1
Thunder2
Thunder3
NutcrackerHitEye
Bird2
Bird3
KillDoubleWing
ChangeSuit
CriticalInjury
FallInWater
NeckCrack
CollectScrapSmall
DeadlineAlarm
RewardGood
RewardMid
SuckedIntoSpace
SingalTranslatorFinish
SingalTranslatorLocalSFX
lol the timing
My friend's POV, it immedietely went to the next room (room me and another person were in)
lmao
I saw the [new creature discovered] text, was like "Hm what could have Jest found thats new?", walked towards the front entrance
Heard an AWFUL noise, and I didnt know what it was at first
what is this @small pond
the fact you havent heard the jester until now is legit wild
Ive listened to all your audios before
I just havent played a lot of matches with the jester
So my brain took 2 seconds to process
At first I thought it was the rolling giant, but thats a scraping rolling noise not this jargle screech
then it hit me
Idk how ALL OF US LIVED THAT
I ran towards the door, remembered that sound, saw the jester, ran towards a corner on a railing
Person who saw it spawn wasnt targetted, made it out
Friend I was with that i ditched and thought DIED, RAN PAST THE THING and escaped
its a different experience in game fs
not sure.. making a guess here:
im fairly certain that is how the game changes it's reverb based on distance, it just swaps what audio source plays it
WAIT SO I CAN SPECIFIY WHAT REVERB TO USE EVEN @small pond
wait are you teaching pixel some new tricks?
He is creating a new advanced mod to replace lcsoundtools and Customsounds AND MORE THAN THAT add a ton of new functionality
fr
like here's the message that started it
haven't seen this thread this active in like a week
@small pond 👀
techincally*
*you'll have to use the games built in one until/if i figure out how it actually works
wild
Still worried messing with things built in the game will mess other mods
wdym?
Found out that LowAction nor HighAction is shown in the Log
could you share your unique_sounds.txt should be in the same folder as the mod
man I hate that audio spatializer warning
Not sure how audio reverbs work in the game/unity, but if other mods try to have their own sounds for things happening, wouldn't overriding the value cause sounds to get weird?
It's in the plugin folder
Shouldnt be overriding how other mods handle sound? at least from what I've gathered
well no because this requires the same gameobject and audioclip name (plus i added support to match the parent as well)
I guess adding the game object would make it compatible then
oh
WHAT THE HELL 40MB
i think somethings gone wrong
Very
For the record
Oof
i Have
huh chat why is it not unique
NEVER SEEN A 40MB TXT
chat why is it not unique
i forgot to clear out my discord bot's log for a while and it ended up being 25gb :3
Yeesh
wait are you running into the problem that the main menu shares a sound with the ship door button
(WHY WOULD SOMEONE DO THIS)
no like
Canvas:MenuManager:Menu1
Canvas:MenuManager:Menu1
should be impossible because i check if it's already in the list
it should only log it out once
ah, that is weird
also random, but can you see any possible compat issues?
maybe some conflicts with lcsoundtool/customsound if the same sound is trying to be changed
Besides LCSoundTools and CustomSounds?💀
but im about to test if it can change the meltdown music
plz god
If it's worth showing, this is my test modpack
that will open up LR meltdown tremendously
These 5 Mods?
sounds?
Hm?
@molten bolt did it work in lcsoundtool/customsounds? im thinking it might be named something different
The Action sounds?
yeah
yes, it works
@upbeat hound IT DOES (its super quiet and hopefull discord doesn't just remove the sound this time)
it did 😠
greatest sound clip showcase ever
How could a replacement cause the sound to get quieter??
i exported it quiet i think
you're reexporting sounds?
its so quiet
How fast is this mod gonna be out? I look forward to nuking CustomSounds and LCSoundTool
YEESH
well yeah cause i had to change it from a .mp3 to a .ogg
Those buggy ass mods need to go
I mean yeah why do you think this ended up happening in LR chat
you what, you turned an mp3 to an ogg
Oof, at least those work enough
blasphemy
i just did a youtube download as a test 😭
audio genocide
The fact Bongo is this close already to getting their mod going is amazing
Bongo hard at work
wtf is obs doing to my clips
and Im pretty sure bongo went to sleep at some point
i did
case and point
most of the work was done last night, i just finished the conversion this morning
Shows the dedication to replace these mods lol
if you read all of the thread youll see there will not only be replacements
but also new additional features
Good
like actual proper config files
yep
Yeah that is needed
But the main thing I look forward to is replacing them cus I know people report issues with them constantlyyy
YOU'RE TELLIN ME MAN
give him the image
Im still mad that Ive seen posts talking about how poorly made LR is cause of repeating sounds etc
please 🙏
oh facts
Ooh, I can hear it
yeah its really quiet but it does just work
and thats on the live version of meltdown
{
"replacements": [
{
"matches": "MeltdownHandler:music",
"sounds": [
{
"sound": "meltdown_music.ogg"
}
]
}
]
}
@upbeat hound Is this the LR meltdown speech?
HOLY JESUS MAN I didnt realize how many messages this thread had, I cannot find that picture for the life of me
this?
man I just found it too
@lavish pecan
WOAH
@molten bolt are you sure low action doesn't work? because this makes the string LowAction:LowAction which is what it is set to
Here's the video of the issue
you talk a lot
yeahhhhhhh I know🥺
hmm, looks like my patch should be working but it just doesnt
well thats a great sign
what the fuck i went to 1fps
sounds of grating frames intensifies
that might be why...
wow
yeah make sure to clear that lol
and somehow within 30 minutes the biggest text file I have ever seen
has now changed
The apparatus constantly buzzing is the most annoying one
FR DUDE
well because my new tool also checks the gameobject name it should be a lot easier to account for those issues :3
Tbf LCSoundTools is made by a dude named noob so at least he admits it
yay
Yeah my big issue is that she doesnt really stay in touch with the community while working on LCSOUNDTools
The apparatus constantly buzzing btw I can always reproduce with FacilityMeltdown
That seems to guarantee it happening
yeahhhhh thats like the reason
cause customsounds/lcsoundtools puts their hands in places they dont belong
this little detail right should fix that
yeah i looked at it and was like:
syncing the audio files over the network? do we really need that?
Bongo when release? I am ready lol
for me in my timezone this was started at the asscrack of dawn
well considering it isn't picking up some audiosources being played rn not sure
some patience🤣
it was like 8 for me
pm?
Not to mention people saying EnableNetwork breaks more than it fixes
yeah
and always recommend to keep it disabled
oh, it was like 1 am for me
patience.
It will be here soon
where are you from like Australia?
yes
WAIT ACTUALLY
yes?
I guessed cause you had some australian vibes
alright patched a couple more functions
I mean I can read but I also have no idea what thasts doing
and it still didn't work? this is getting silly
is this the hell that the other audio mods were running into?
You got this
seconded
well lcsoundtools/customsounds picked it up
and so i've got no clue why my mod is picking up some sounds
Probably some lines of code that are missing is my guess
Certain calls the game makes for those sounds or smth
i patch those though
Hmmmm
I don't see works.correctly=True Maybe thats your issue? @small pond
you just crashed my discord how tf
You have more than 2x my messages you addict
Although I prob have 5x your activity if you count vc
Yeah cuz u lame
Wha only like the admins usually hang out in VC, Im pretty sure it was like that for you until you got modded too for the record
I mean
The only admin that hangs out in vc's is robin
Usually it's half mods half modders
Rn there's a mod admin and 2 modders
why didnt you hang out there until you got modded hmmmm
I'd join but I don't think they'd wanna hear my shower
Because I couldn't?
Only modders and staff have access
Ohhhhhhhhh
I mean I could go join one and relax in VC ALONE
in the second one, but at least I could prove you wrong
I have no idea what this is, but it looks really cool
It's a giant
Just so she can join you and roast you?
alone was important
I'm staff, I'll just move you onto the big vc
wait is Xu a girl? I dont even know tbh
That's quite the mystery
Idk I'm going off the pfp
indeed
Their profile says Foxgirl so I think it's safe to say yeah they're a she
Last server I was active in, it took 3 years before I bothered telling people what gender I am
It's fun to see people guess
that absolutely does NOT MEAN anything
It does in certain circumstances
Lmao Foxgirl is secretly FoxMAN
But I cant describe those circumstances without sounding offensive because words are hard lol
words are hard
:3 is easy
hey man im so serious I have friend that is named like Sparkly girl984 and its a 35 year old man so
you really dont
Lol
Honestly I hate when people do that sort of stuff
Yeesh
If this helps
My discord name comes from a girl in the first manwha I ever read/my favourite manwha/novel
But I did later learn xu is a man's name
So that did kinda fuck me over when I learned about it after
Why would they name a girl xu when it's a guys name? Who knows
Maybe she's NB
You'll have to cut the abbreviations with me, I'm not good with that stuff
Non-Binary
This is all kinds of mixed signals fr
I mean what do you expect
Well
I dont think itll be much help
My pfp isn't the girl
Just typing that you should have expected that XD
x2
hey Idk man I was just curious damn
Lmfao
Omg it's really well made
cause I am also an upstanding manga reader
Yeah like what?
like lots of stuff, like a lot of stuff, like so many that I started switching to the light novels because the mangas/manwahs werent long enough or I ran out of them to read
Honestly Im starting to run out of lightnovels
And still reading its manga
I got so desperate I went to the Ln search engine and wrote "system" and read every one
Shout out to my boy legendary moonlight sculpter its like the longest novel Ive ever read
Extremely valid search
Man don't even talk to me about legendary moonlight sculptor
They dropped that shit in the manga
3 separate times
this is why you read it
I only ever reread the start of a novel for overgeared
Though overgeareds manga was truly fked
At the start
yo overgeared was peak
Irene was some pig character cuz they didn't know she was important
what do you mean
Idk if you ever saw her
AH I see
Yeah they made her super ugly and blonde
Because they thought she was a one time quest to save her
Since grid had a super early encounter to save her from a dungeon
this is why the manga should be written after the lightnovel is completed
Or they should just read the damn lightnovel
OG ain't even done but the new studio is doing okay
have you read arifureta? oh how they massacared my boy
Lmao
Oof, now I feel the lag
the anime made me want to die
WOAH YOU TOO
use this version and remove the old unique_sounds.txt
Discord has been doing this lag off and on all day
Discord needs help XD
Oh game lag lol
But Discord has had messages delaying randomly too
dude that txt is massive, what is it doing, giving instructions for every texture in the game pixel by pixel in html and Css and importing it from online to in game to bake it WTF
its just dumping out all your files for me to collect them easily :3 /j
boutta make his computer dump its SSD lifespan
Isnt it obvious, the answer is 12
Yeah
Sleep is simply time for the mind to think without you interfering
Bongo wakes up and every question is answered
update?
LULW
i got no clue whats going wrong
considering this code seems to work fine in lcsoundtool
Is it possible one of your filters is accidently getting rid of em?
Like the one that's supposed to only get rid of duplicates etc?
okay so its been awhile, but I just found this old wav file in the depths of my computer
so we liking this apparatus or no
^ @gentle pilot
huh
the apparatus
nope the patch just sometimes. doesn't get called
sh im listening
its whats making it so hard to debug
this is unironically how I feel listening to it
what the current we have rn