#Lethal Resonance
1 messages Β· Page 24 of 1
Thank god, I think those mods caused some desync problems as well
yeah if you had networking enabled it would send the audio files over the network which is not needed
I had weather desyncs a couple nights ago, and no mod I have installed should cause that
if your interested soundapi is 620 lines of code, lcsoundtool (alone) is over 3000
but isnt it required for both parties to have the sounds installed?
Oof
no? would you want that feature?
no
well soundAPI is currently entirely clientide
I mean I wouldnt mind it, But I dont think it was important
if two people install LR they will both hear the same things at the same times right?
ambiance and all?
not atm, gotta look into how to do that
probably going to seed the randomness based on the steam lobby code
oh?
cause that's synced for everyone even if they don't have the mods installed
well we might hold off a second then on the update cause thats super important
it shouldnt be too hard
Hey @small pond just for curiosity.
Do this work?
https://thunderstore.io/c/lethal-company/p/an0nymooose/An0n_AmbientMusicSync/
I didnt know that, I also dont ever recall that working correctly (By that IO mean if I didnt have a sound file installed I dont recall it working if they did)
what the random sounds beings synced in lcsoundtool/customsounds
what?
im gonna drop you one more too
wdym by this?
Just a simple springy boi
Oh god...
aight got it synced for online players, gotta see if i can do it for lan
man the speed you are doing things CS took a month for is crazy
nah nvm the way i was implementing it would still desync if any clientsided sounds happened
also im fairly certain they were new to modding and stuff
Yeah that sounds about right
I JUST LEFT TO MAKE A HOTPOCKET AND ITS DONE???????
no its not
would cause desync if any clientside sounds played
Well anyway
actually might have an idea that leverages how ive got stuff setup
I'm guessing I need to wait for the update for stuff like the main menu theme to work
so I'll wait
I mean you gotta wait for the update for anything to work
would let you set certain sound replacers to be determinstic (more memory usage) and others not
The whole soundpack is completely reworked
I figured as much XD
elaborate on deterministic?
Does this mean ForgottenScanner is getting an update too then?
once the configs are done yes'
well actually no, itll just be depreciated
since I would be able to merge it into default LR with a config option
same with LR Meltdown
I was gonna say, cus it will also need an update atm because it requires LCSoundTool and CustomSounds
basically it'll do the same sounds in a row for everybody, nothing needs to be synced
The only 2 things that I care about from this rework are configs and sounds running properly
Everything else is technical boring and for nerds like pixel
how about less bugs?π
You found a way to repeat what I said to myself?
ah yeah I see it now
So is the new update coming in a few hours gonna be 5.0.0?
maybe look for other options first, and fall back on deterministic if you can't find anything else
I dont think it should he 5.0.0
HE hasn't done anything that changes his sound pack
it was gonna be 4.1 cause I feel bad for already being at 4π
4.1.0 probably, current is 4.0.8
That too
well this is better because it means the mod stays clientsided but synced
Yeah that works
just gotta trust
I just get so excitedπ₯²
but this will likely be the second biggest update ever considering
Best update ever tbh, for stability's sake
we renamed all the files and inserted json files and worked on json files and all the sound files are now renamed
with new sounds too
so it works with the new dependency
I'm pogging out for this update I need it XD
keep in mind bongo starting working on this yesterday so there may be a bug here or there at the beginning
That's fine
well for me 2 days ago
first bug deletes system32
Bongo has been going hard at fixing the bugs
well idk if it was related but i opened lethal company and my entire computer had a meltdown
and it's still less buggy than LCSoundTool and CustomSounds
oh prob had the meltdown mod installed
π
You have to also realise that this isn't a change for the user lol, so it won't be a huge difference for the average user, but it is qualitative enough of a change to still qualify
just sayinnnggg
If you're looking for praise and cuddles, find your fiancee
Unlikely to get that there either
You get that from a friend, how much does your fiancee hate you?
enough to love me
Unlikely
if things go wrong Ill just sit back and watch the LR trailer @gentle pilot made to feel better
Following semver loosely is fine. IMO, a refactor is worthy of a major version upgrade in the case of mods.
Especially since if it ends up being buggier than 4 we can all just tell our peepz to downgrade to v4 instead of going "downgrade to 4.0.8".
The update should be the opposite, should be much more stable
"should"
Yes, just adding additional reasoning behind a major version change.
Despite this.
Everything else is working!
Hopefully Bongo rushes out a hotfix, that's way less errors than you had before
Refactor + nutcracker, definitely worth at least 4.5
Im not sure if those errors are actually a problem or art
doesnt work like that tho lol
got it in there now
I died inside when I read that lol. To be fair, not everyone has to follow semver...
AMAZING (What does this mean)
you can set certain replacers to follow a set path the whole time
I mean I KNOW that I follow that bad boi loosely
AMAZING (how much extra memory does it use)
but not that loosely π
very little cause its opt in
opt in? I can choose?
otherwise it just defaults back to using unity's pure randomness
yeah that's what "randomness": "deterministic" is for
you running 2 Gb of ram or sum?
tells soundAPI that you want it to be the same for everyone
but itll change the order every seed right?
So if deterministic is just sync why not have it as default?
well im changing it to:
"randomness": {
"type": "determinstic"
},
so i can eventually get more specific with the whole thing
because it does use more memory, not sure exactly but still better to have it just be pure random ness
btw
so to clarify right. If I see a spore lizard
and I hear the sound. but moroxide is on the ship then we both run into a spore lizard do we hear the same sound or does he hear the sound I heard the first time?
Yes
So btw you guys are adding custom sounds for the Blob right? since Bongo's mod addresses that? I saw the txt saying not to in my r2 which I found to be funny
assuming slime works yes
you should hear the same sound if you have the spore lizard set to determinstic
but try to operate on a "least sounds" basis
Yeah idk what went so wrong before but the fact you added a note is great
no by default it uses the unseeded randomness for optimisation
π π π π pain
So make everything but UI and menus deterministic, got it
is this a lot of work to do ?
Is this the latest version?
yeah
ok!
yes to which
One line of code per json apparently
you'll also need to take advantage of multimatching
lol
waiittttt
espically for things like the ambience
it's time?
so we have to go back through all the sounds in the pack to fix it?
no not yet
I will NOT do that :]
well think, do you really need everything to be determinstic
it was one of the biggest complaints that show up here
i thought you only wanted the ambience to be determinstic
I think from the sound of it, you only need to do it for the audio files you can't get to play
when it was an issue for awhile
everything else is fine
Notepad ++ has a macro feature, will let you do it relatively quickly
itd be faster to just copy and paste it lol
It can be fixed later on
could be 100% wrong though
Or this I guess
I mean I guess actually it would only have to be on sounds that have a "chance to play" sounds that have more than one option right?
^^
yeah
so if there is only 1 rockcrumble1 sound then it doesnt need to be deterministic
exactly
okay well that isnt so bad
actually depends on how the game internally chooses sounds
And what type of sound needs to be added?
cause the game could use unseeded randomness under the hood, then you'd need determinstic + multimatching
this is way over my head
You add that before every sound node you want to be deterministic
ie every sound that we have more than one of
Here
ok, I have a quertion
What is Deterministic?
FATE MY CHILD
^^
I don't get it
input a > output a
input b > output b
input a > output a
in determinstic randomness if you give it the same input it'll output the same thing, basically the randomness is just seeded at startup
Its LCSβ sync feature but sound specific
Monkie explaination
Oh, I get it
This means you can specify sounds for metal doors finally, by setting them as deterministic probably
NO
Ok give me a list of sounds and those I'll make it β¨ Deterministic β¨
Kek
btw, Everything else is done
Even the new Kick sounds of JacuJ
Anything with more variations than what exists vanilla, eg kick sound
So after the sounds that need it get fixed through Deterministic we get a poggers update let's goooo
From the way it sounds 99.9% of the update is done
Where do I put this?
Or wait, is it anything with variations period? Creak1-11 for example
would you guys want me to get a quick config system in (pretty quick) but then redo it when i implement the condition system or just implement the condition system in one go
Oh, at the 1st part of every Replacer Json?
Every sound
every sound replacer but basically
Oh, nvm then
sounds are the things with weights
also what's with the repeated 50s? if they are all the same value it'
ll just simplify down to 1 which is the default
like this?
So basically donβt include it in exclusively client side sounds like main menu stuff and Hud sounds
@upbeat hound could i get an answer on this?
I mean giving everything a weight of 100 for example, it makes it easy to visualise how you can make something less likely by x percent
yeah
I would opt, yes
I also opt yes, as long as its an ingame config
wdym like the whole condition system?
as long as it is an actual .cfg I think
UI for making replacers at some point pls 
yeah no im doing configs but theres two options
a) get in a quick "config" param that WILL change when i get conditions done, lets you guys get the update out faster
b) get the basics of the condition system in there which will take longer but means it won't be need to be redone*
* as long as i don't end up changing the format (i probably wont)
also yes it will be in an actual .cfg
you'll get soundpack.LethalResonance.cfg
oh personally I would rath you do it right whatever that means to you
I dont like having you go and rework something you already set up
Option 2 would be best lol
I agree
ight ill get started
probably just config for the moment
wait what?
but eventually
stuff like PlayerLocationType where you could play different sounds based on if theyre InFacility, Outside, OnShip; InteriorType, stuff like that
so just locational conditions?
well more; i plan to make this system expandable
Would you be adding places to put sounds rather than limiting to replacements then?
still good, Im just trying to wrap my head around what level of control we wil have
go ahead walter
wdym by this?
Rn all LR does is replace ingame sounds to their own sounds, are you planning on adding spots where sounds can play with the condition system?
maybe this could be cool
To give an example of what the conditions are doing Xu. (I dont know if this example is possible but its an example) the forest giant uses one of the dog sounds when it picks you up before it eats you. If I can get a conditon such as held by giant then when it goes to the dog sounds it will pick the sound that is designed for the forest giant by us instead of for the dog
Yeah and I don't see it conflicting with anything except unity being a pain about it likely
something along those lines if that condition could exist of course
also this seems a lil icky, any thoughts?
Ah so for insurance then
β¨ Deterministic β¨ Done
huh?
Ready to update @upbeat hound
like the Code? icky? like the structure?
the structure
I am indeed ready to be updated
that would become
[EnabledSounds]
## Are ambience sounds enabled?
# Default: true
Ambience = true
You just described a scenario where the wrong sound is being played so you choose your own sound that should be the right one, sounds like insurance no?
who is turning off ambiance
Should I have to do something with this?
oh this is a vanilla thing
i picked ambience as a test value π
so the vanilla game uses a dog roar
That's, interesting
for the forest giant and we could use it LIKE adding a new spot
that will get generated from this
Oh, I see
you should already be able to because you can check the parent gameobject
Bongos making the config but it'll have to be part of LR right?
So no worries for me
oh thank god
yeah we already have replacer jsons in the fiile that moroxide is uploading
wait wait wait wait wait
i mean shipping a default config like this would actually be ideal i think, lets you guys understand it better
I have confused myself
A weight of 0 makes something unplayable right? @small pond
yeah, would also cause an infinite loop i think
so the config would allow for volume control and the choice to disable sounds in the future yes?
if you had only weight of 0 sounds
Uhh assuming you had other sounds lol
yes
nvm i forgot i built in a safe guard
so, if I also install a mod that adds main menu music but LR already adds main menu music can the config reasonably be used to easily "choose" for a user which sound they would like?
that specifically would change everything for the sound community
well yes if the other mod uses loaforcsSoundAPI then it could also have a config to disable that
compatibility is something we have none of :S
Yeah the two conditions is they need to use same api, second is they have a config
okay cool good to know, so like they could choose that in an ingame GUI?π
I mean there is a mod that shows configs in game
lethalconfig will auto support it (becaust it'll use a .cfg), might be able to make it work with lethalsettings
Maybe bongo would make it an ingame GUI but that just sounds unnecessary
Yeah that
Ah if there's a mod that already does that then yeah
cause the thing is YES I can already open my files and just delete what conflicts
but for a modpack author they have no choice but to reupload another version of lr if they want to replace even one sound
remember that it won't be disabling indivual sounds but groups of sounds
There is no reason someone makes a modpack with a sound or some removed even if it's for a friend group lol
so I what im hearing is I will need to foresee compat issues and plan for them?
There'll need to be a couple that are individual tho
There's controversial sounds like scan and drop ship
example being making a replacer file for the dropship since there are many dropship sound mods?
yeah
okay well that isnt too bad
cause you can make the replacers as big and as small as you want
dropship, scan, and boombox then most likely
maybe the turret sound since there are a lot of mods for that
You're gonna mess with the boombox?
I love the LR turret sound
maybe who knows
well it wont be removed, just optional
I wouldn't touch that area personally, the mods that change its sounds work differently
They probably over ride you too lol
well thats fine but for individuals that dont use boombox mods
for those that do then it can be configed off
I dont know any boombox enjoyers but I'll take your word for its importance
like disc jockey
ITS TIME
The Boombox is nice every once in a while
v4.1.0
- Converted to a new Sound replacement API (No longer requires CustomSounds and LCSoundTools)
- Eyeless Dog tweaks
- Coilhead tweaks
- New underground wormy growls
- Tweaked Thumper Ram sounds so it no longer makes T-Rex noises?
- Mostly reworked Nutcracker (Shoutout to JacuJ)
ayeeee
Let's gooooooooooooooooooooooo
should change the title to reflect it :p
OH AND BONGO is the quick fading of sounds when cut before finishing possible?
WOOOO
So btw, what would I need to quickly make the scanner sound still work, or is that included in the 4.1.0 release now?
clipping bothers the hell out of me
The title?
Will be included in 4.1.1
^
got the cycle wow
with the Meltdown Merging
I meannnnnn if you STILL want to use custom sounds it shouullldddddd still play the scanner sound
for now at least
I would rather a quick update for the scanner sound be pushed tbf
uh maybe, considering i have custom code now on basically every sound source i should be able to do a lot of cool stuff
Oh also, pixel, I'm on phone so I can't find the message of you talking about having half a million downloads
But just to break your heart a little
oh total between the 3 mods
Everytime you update, every person that updates counts as a new download
WOOOO
oh that isnt news
half a million unique users would be crazy
That's true
that would be insane
im at 160k unique on meltdown :3
You can see unique?
Actually, this would've been 5.0.0 cuz of the change of the API
but
hoping that nothing combusts π
this is the ALL TIME PEAK for LC 240,817
Maybe like 2 months ago? Lethal fell off a tiny bit over time lol
Thx for everything
hey hey every time someone downloads a new modpack those numbers inflate too
oh yeah that too
Thus is the term all time
Then there's people using multiple profiles... people redownloading...
Oh well, don't think about it too hard
id imagine its still at least 100k ish
exactly
Mhm
100k unique people who use thunderstore? Who knows
well here are the owner estimations 12.88 M
also love this config style way more
I agree
Hey, remember to do the #mod-showcase that @hallow forum told you
My favorite change. I never even realized it sounded like that XD
Agh
no sir/ma'am
I just never really had a video
and its not like I can really post pictures of LR in actionπ
I mean there is a 4 hour 50 minute livestream that would showcase it, but that seems excessive
You can inform about the API change
what does this mean?
Then ask the much cooler moroxide to do it
that would be so pointless
tha would be so pointless
It would be but it'd be funny
whoops was logged into both accounts
whoops was logged into both accounts
Lmao look at what I started @hallow forum
Lmao look at what I started @hallow forum
Ah great just what I need, another one of me XD
It's okay, one more time and I have reason to ban pixel
Why?
Rip what they do? ;o
Oh, btw
but... but... why
π₯Ί
Who can make me the Shackles breaking meme with LCSoundTools?
what?
What hasn't he done is an easier question
π€¨ He seems like he's been a good boy to me XD
You think he's a good boy?
the bestest boi
:c
is the new apparatus in?
It should
the most cooked bit of code ive ever written
frucking c# and not just letting me use ConfigEntry<?>
oh random, but is there a way to also make it so when you have items that repeat the same noise that they will ask for a new soundfile instead of replaying the same one? like the robot that does this for example?
ngl I have no idea what Im looking at]
What're you even trying to do with that one lol
oh it was just something that bothered me awhile ago and I like to take care of issues sooner rather than later
aafter all hes in sound mod mode rn
he's In the zone
Oh boy, just saw the new update, now I'm gonna have a bunch of work overriding the teeth, robot, scanner and turret sounds
a config will come out soon that should work in game @coarse jasper
me too but occasional complaints about those teeth
update is taking ages to show up in r2
hmmm, wonder if I can just change the directory structure for my ogg I throw in my pack
the normal 45 it seems
did you look IN the LR pack?
the way it works is totally different
yaaa im digging around
you see those Jsons?
yepp
fun fun
So I'd make my own replacer json
well the config part needs to be set up first so it can choose which replacer to use
if its coming from two seperate mods
if you mean for personal use just changing the sound file to the name of the old sound file we have should do the trick
yaaa but now that the path is specified that could be tricky
as long as you put it with the same name as the one in there in the same spot there should be no issues
I throw this in my modpack currently and it overrides everything easily
Well I mean
oh, so we outing the two dependencies huh. Gonna take a looksee
there isnt even a custom sounds folder anymore so it wont overwrite
ahhh ya
its tremendously more complicated than that but yes
the new system will allow us insane amounts more control
sound radical, can't wait to see where ya'll go!
And it will always be
oh god so much work
And it will til maximum immersion has been achieved
IF YOU CANT HEAR SOUNDS, ITS NOT DONE
I cant wait for pixel to do nothing with the changes
And blame the house making
Side gig
Uhuh
Alright if you have LR and LR Meltdown we're down to 11 dependencies
cause for celebration
(We got rid of one in total)
BUT once a few more updates roll out we will be down to 9 dependencies
yknow what, i could add a condition that checks if a mod is installed π€
why? I mean the more features the better but why?
so it knows whether or not to load the LR MELTDOWN files if FM isnt installed?
is that why though or is there another reason??
^
why does FM have so many dependencies ;-;
yeah it could cause problems if meltdown adds conditions
makes sense
cause it adds a lot
Oh wait actually now that I think about it
i'll probably add a way to suppress it though, like tell soundAPI that it might not exist
we'll be down to 3 dependencies and it will just work on FM if that is also installed
THATS CRAZY
from 12 to 3
wait 4
cant forget about bepinex
whats the number at the end of the filename for?
the new system
you see that @coarse jasper
turrent
lol I get that, but i'm playing around to try some overrides, is the 01 just so you can have percentage chance of multiple?
nope
just an identifier
aight cool
chance is handled by weight in json
no more weird percents
so now audio is also more random thankfully
shush okay it was late when i did that renaming
oopsies
so this means turrent sounds dont work rn yes?
Another emergencyt update?
main menu music isn't replaced
no it will still work
Hmmmmm
what?
Wat
I disabled that for GI
damnit we just got intro skipping back working with LLL latest version
Something else might be conflicting
you can disable multithreading in the config for soundAPI and intro skippers will work again, just means more time on startup
plus it seems to be really finicky
uh oh
is that the skip to online or just the splash skips?
it doesnt work installed off modman
huh tf do you mean
i mean I havent even heard 1 customsound yet just a sec
i literally just did it and it worked
nah that should be fine
Idk wtf it is
the file structure is wrong
I may just have to disable the multithread
maybe?
its scanning the LethalResonance-LETHALRESONANCE and not the LethalResonacne folder within
idk much about how you structure it correctly
GeneralImprovements OnlineSkip works with this
wait what? but you made it :S
it no work when downloaded from Modman
Oh no
is it a folder too deep? @small pond
so do we fix it or?
nah its my end
wait on the api?
i dont think you can do anything about it
Oof
oh okay, well we have to update to fix the dependency string right?
for your new update right @small pond
yeah itll be 0.0.3
@molten bolt Ill reupload it when bongo is done
Was the new scan sound not included? I can't find it
no
Next update
that will come after configs with depreciation of LR meltdown
Well, next, next
mmk, was just looking to override with you guys's new one
Yeah I'll just manually download the updates once they get pushed and import
Takes too long otherwise
fair
Will certainly be easier so I can make sure everything works
Also I'm glad GI's skipper doesn't conflict with the api
it doesnt?
Moroxide said it works with it
ohhh my b
It works for me
yeah thats right
Or at least in the last update I checked
btw. the update. this will still play if i have some mods that use the old dependency?
Wooo
they wont collide right?
Yes it's compatible
probably
It should be
its all so fresh who knows tbh
most likely*
(* as long as lcsoundtool doesn't do stupid stuff when it doesn't find a match)
0.0.3 doesn't show up yet on the Thunderstore page but it does say last updated a minute ago
well its got 3000 lines to mess sometyhing up so we'll see
i dont need to delete the old stuff right?
XD
which old stuff?
Oh shit yeah please delete the old stuff
oof
otherwise they will both try to replace the same file
figured
cause all the names are different so they wont overwrite
Forgotten Scanner is still on LCSoundTools π¦
TM
I'm sure it could be manually converted if you want it to still work
v4.1.1
- Emergency dependency update
Why is 0.0.3 still not appearing on TS?
β οΈ
should i delete this?
yes then install the new one
@small pond Thunderstore being dumb
not 3π
yeah it usually is
it doesn't appear on the mod man for ages most times
now that I think about it, if you can choose using an in game config which sound to use for a replacer
there isnt anything stopping me from providing people with like 2 different scan sounds so they can choose their favorite right? @small pond
No I mean the actual mod page still shows latest version is 0.0.2
yeah it can take up to 30 mins
Oh there it goes
yeah but itd be a lil jank atm
nlater I mean
no
So I'm guessing this new API is gonna be faster at replacing the sounds and less chaotic π
hm?
both are true so far
no what?
wait i dont even remember why i said no
Let's hope LethalExpansion is gonna be as quick in the future π
you will be able to do it
guys i think im beginning to develop dementia /j
Isnt that like the whole thing with LLL
Bruh still not getting the main menu to change, lemme try disabling GI's shit
oh it isnt you
just gotta wait for the new update
I imported the new updates manually
oh the .3 and the 4.1.1
Yes
@small pond hmmmmm
there's still some mods that depend on LE and the compatibility pipeline implemented with LLL has not been working great for me
Lemme disable Multithreading as an easier workaround to see what happens
very sad considering its performance
Nada
shi gang it works
wait if someone can make ship voice commands whats stopping people from making a mod that if you are loud enough you can scare away certain creatures
Is this specifically an issue with r2?
are you sure you have loaforcsSoundAPI v0.0.3? it still isn't there for me
I did a manual import
worked for me
Huh
go into settings then locations and open the profile folder
then take a screenshot of whats in here
Oh tf lol it imported it wrong it looks like
all of the sudden
yeesh over a thousand people just poured into the sound Api mod lmao
hopefully they notice something wrong go into modman and see an update
I hope so
wel thats one of the benefits of being a big mod though
since we have so mayn downloads itll be obvious there is a temp issue
π
?
Fixed
does uit worjk
I had to uninstall and reinstall the mod
weird
Time to find out
looked at the .json file and wondering how this works π
good luck
the docu link
It's working now
LMAO
Let's gooooo
SWEET! Let us know if you encounter any bugs
{
"name": "LethalResonance",
"load_on_startup": ["menu"],
"config": {
"EnabledSounds:Menu": {
"description": "Replace menu sounds?",
"default": true
}
}
}
defines you a custom config option,
{
"condition": {
"type": "config",
"config": "EnabledSounds:Menu"
},
"replacements": [
{
"matches": "SelectAudio:HoverButton1",
"sounds": [
lets you use a config option
:3
lol. good thing i asked before you guys kept updating on the wrong thing
a habit of reading the changelog
I'm gonna have to dig into this more, want to make a sound replacer mod thats built into my modpack
oh dang, just got back and reading all these things being fixed ^
aight time to write docs for making config options
is there docs to help us find the machine names for the sounds we want to target?
https://github.com/LoafOrc/loaforcsSoundAPI/wiki/Making-a-simple-SoundβPack
under the matches header
TY!
I'm gonna temp use them still for overrides, but bongo just handed out the tools of the future
well most wont use it tho
at least the barrier to entry is higher
this is absolute facts\
It's stupid that they cause desync issues even when the Networking features aren't even on
I wouldn't doubt LCSoundTools does that with it's 3000 lines of bs
I forgot what standard dark mode looks like
there is no more menu music btw?
do you use the amoled one
Nah I use the purple one
are you on the latest version of loaforcsSoundAPI and have tried reinstalling lethalresonance?
i reintalled LethalR
I dont think they have even hit r2 modman yet
manually
...
Purple
did you just flex on me with a theme
No
since you updated before i even get the chance to download
hmm
it takes about 30 minutes to show up on the manager
give it another 10 minutes
either way
theres not enough space
looking good. should've called the deterministic random provider spotify tho xD (ik it's different)
time to meme the shit out of hoarding bugs :3
of course
I'm delaying it rn
Where to enable debug logging besides bepinex.cfg
thats the only place you need to
mmk
I'm at the matches step, trying to figure out scan sounds
Was the Forgotten Scanner forgotten? D:
Haha okay
im working on the docs now so should be able to update with configs soonish
next time something happens it will be depreciated
Oooo
Oh nice! I like that!
got docs for multimatching and configs
What happens if two sound replacer mods are replacing the same sound
it will choose the first one loaded rn
not overly sure how to handle those conflicts yet
mmk
because I'd like to use LR sounds but then override all of the say turret sounds completely without doing any changes to LR itself
we hit the worst cycle possible lol
Thunderstore is on life support it seems
Cus wtf is this lol
Lol there we go
XD
the instant i send a message in thunderstoreissues
They knew
They were like "Oh shit someone is saying something fix it fix it!!!"
So btw
the file structure for LethalResonance 4.1.1 is fucked
@upbeat hound @molten bolt one of you may wanna push a fix that reverts the file structure back to 4.1.0's
Wat
The file structure with 4.1.1 in r2 is busted
Wow
yeah it is very messed up
That's strange, I'll make a check up
Cuz I remember making the zip exactly like Bongo made it
Yeah idk how 4.1.1 got scuffed
well youve still gotta do the Bepinex/plugins/lethalresonsncae thing to keep the structure intact
updated, was borked, downgraded, still borked. I cri
Shall continue the session I is in, but nobody gets to hear le sounds anymore. Tis sad quota.
I'll fix it
Welp, time to check (And yes, it's in the BepInEx/plugin/LethalResonance)
This should be inside the LethalResonance Folder
v4.1.2
- Emergency localization file update
Let me know guys if this is fixed please
Got a bug, apparatus is making spooky noises in the ship XD
Rip
It plays the sound that should be playing when the apparatus is plugged in
but when you find it in the facility it plays the base game sound
You like it by the way? :3
is that when you loaded a save and had one in the ship already?
It's on a new save we're playing atm
oh i think i know what happened
actually nvm because lungapparatusturnedoff is not used ingame
Update isn't in r2 yet
oh, kk
You sure the SoundAPI didn't cause it? β οΈ I never had that happen before XD
yeahi know what usually causes that and soundAPI doesnt do that
Ah what does cause it?
its really technical but when an exception occurs (usually because a mod patches it) in GameNetworkManager.Start which I dont patch
Ah so it was definitely EnableNetworking in QualityCompany then probs
Glad I disabled it
So apparatus no spooky on ship?
Let me check if it's fixed with 4.1.2 in a bit lol
At least the folder order is fixed
I can confirm that
I see we finally free from LCSoundTools
ehm...
Are you sure SoundAPI Doesn't change anything?
It's Eclipse on my 1st day
if you get fired the weather on experimentation can be anything on the first day
its only on new saves that its guanrteed clear
Yep, no landing
yes, I'll check if that's from my part
Also I saw you reverted the Apparatus sound
It was working properly when I came across it on March
Though I kind of liked the spooky sound XD
whats this mod?
Audio Overhaul mod
oh, thought it was an entirely different mod
i got tripped up by the into the abyss part dunno if thats new
Is there a way to see which mods do this in the Bepin console?
that's a reference to Abyssal Audio which was merged with this mod
The Engine leaving is not being shown in the log
oh when was this?
About a month ago
ah
β οΈ
For some reason me and my friend can't hear eachother ingame after landing, it started happening after I added Lethal Resonance
It shows our microphone audio is coming through but we can't hear it
Ok, I'll check this
Yeah I've had that happen a couple of times where a friend randomly couldn't hear me
Wasn't sure what mod caused it
I thought maybe Mirage did it tbh
About to test our pack without this mod and the soundAPI, since we've been having the same exact issues
Current Bugs
- ShipEngineOutside is only heard when you enter a save before using Level to start the game, after that it is no longer heard until you exit the game.
- ShipThrusterAmbience cannot be heard when landing or leaving.
- The Apparatus can be heard Vanilla when she is in the machine inside the Facility, but you can hear it with the sound changed inside the ship.
- Players sometimes can't hear each other when they talk
Remember that this is a completely new API, and we are the first mod that has the privilege of using it.
It was quite possible to find new bugs, so we ask for your patience while they are being fixed.
So, disabling Resonance and the API did not fix the issue of randomly not being able to hear each other anymore :/
So it's not this mod?
Do you use Mirage or any of it's dependencies? I think it's that or maybe LCMaxSoundsFix
It seems to be accompanied by EncodedAudioBuffer errors. Yeah, I use Mirage and LCMaxSoundsFix
I had that issue happen before LethalResonance updated to the new api
Someone randomly couldn't hear me
I figured it could also be Mirage but nobody else had been reporting it, so I wasn't certain
and it happened again tonight
Yesterday happened?
Or another day besides today?
Try seeing if it's the MuteLocalPlayer option, I undid that and turned on the client sided option instead
I think it's that setting in Mirage
2 days ago
before the new API was even added
So it's not LethalResonance
Ok, I'll delete it on my bug list
Is the main menu music gone for now? .,.
Also I removed LCBetterSaves incase that has the possibility of causing the issue where I couldn't leave the game before
I never use more than 2 saves anyways
wat?
chat i think the vc bug is soundapi π
I can hear it
You have a conflicting mod
wat x2
Oh? can you fix it pls?
wait what
no mod messes with sound other than this one .,.' ...
reverted the apparatus??
can you guys try this pleasel
well- other than like skinwalkers
With the 4.1.2 update, the apparatus in the facility was using the old 4.0.8 sound
but skinwalkers shouldn't touch main menu
have anything that skips the intro?
nope
But that's better than it being the vanilla one
modlist?
removed that a long while back
why is the pparatus sound different
@upbeat hound and @small pond
I kind of prefer the old one anyways, the spooky one isn't really fitting since the Apparatus doesn't actually spawn monsters
yeah i saw
Even though Spooky one is cool
wanted to be sure
It might be part of the fix you did for 4.1.2 to try and fix spooky sounds in the ship tbh
maybe you had both sounds still lol
this has even been a problem with vanilla
Weird, since I've like never had it before
I've never had that issue until after adding Mirage tbh
Strange that it would all of a sudden show up with a dissonance audio heap error now
But yeah SoundAPI could have it too, maybe before it was LCSoundTool or CustomSounds
I have sadly
usually a restart of the lobby fixes it
wait you cant hear anyone or only one person specifically?
@small pond Also I told you if there were bugs they would suddenly pop out of the woodwork
Keep in mind if using Mirage
It's been random, where like I couldn't hear anyone, one person could hear me and the other person could hear another
well im not 100% sure its the same, I have only experienced this issue in vanilla where I cant hear one specific person
Try unticking MuteLocalPlayerVoice and doing AlwaysMuteLocalPlayer instead, the MuteLocalPlayerVoice option tries to do it server sided and I think might bug shit sometimes
the latter option is client sided
I've never had either option enabled :/
although this transition is for the best the sad part is its back into the trenches temp
Ahhh then it could very well be one of it's dependencies
can someone try this
@warped barn try it
what is this one supposed to fix @small pond
I don't have a group to test with atm
vc?
Yeah it's supposed to fix the vc issues SoundAPI has
Does it matter as much, since I still experienced the bug on my end with soundAPI deleted?
op well not us at least
I will
having the same issue. starting a new lobby we could all hear eachother and as soon as we landed somewhere it would bug out and i could hear 1 person but they couldnt hear me and then another person could hear me but I couldn't hear them. We disabled your mod and the loaforcsAPI and it stopped doing that.
Should this fix the vc?
@small pond
yes
@twin ruin I Recommend trying this if you havent and letting us know if this fixes it for your friends
all of your friends have to use it tho
unfortunately everyone got off and I have to go get dinner. wish I could help test it :/
it's fine! more to come and when the mod is fixed it's gonna enhance the sessions!
seems like a lot is going on, if me and my friend group are gonna play should we not update?
play v4.0.8
^
thank you guys, goodluck with whatever is going on lol
i tol you we shoulda done an experimental branch π
c,:
because The bug reports would come slowly if we did that
Thats crazy. our rating is tied with Lethal Expansion
F*** lethal expansion
damn
Think i got all my sound replacements converted to the new api
hey before LLL existed it was the shit
ya it was
Not sure if ya'll have determined anything new, but I stopped having problems after removing Mirage and LCMaxsoundsfix
Ya, its pretty close, haven't got meltdown beserk turrets figured out yet, mostly just sliced up a LR json file
LCMaxsoundsfix is so necessary tho
Haven't determined which is the culprit, if I had to guess it'd be mirage but just wanted to get the game working
are you sure the mod that allows for more sounds to play at once is the problem?
fair
lcmaxsounds changes like two variables and thats it
Bongo has basically confirmed SoundAPI does it too
and has asked people to test the file that should fix it
It seems like Mirage is more buggy than it's worth atm I may just remove it tbh, but I do like it
If it does its prob very fixable
op apparently maybe not
Most likely not
I don't think they conflict since someone not using Mirage reported the problem earlier
oh likely accurate
didn't ruin mine- we just had to play with default sounds
honestly better than dealing with sound bugs