#Lethal Resonance
1 messages · Page 37 of 1
it loads if I click off discord
so am I😭
I am in shape
Thats fair, round is a shape
lmao
Oh so I got opps in this thread I see
just fix those shins my boi
I have lot, a pocket of blood form in my shins when I walk long distances
me personally, Im having issues wrapping my head around energy crabs
let's goooooooooooo 🔥 🔥 🔥 🔥
we're breaking stuff today
Welcome to Discord's home for real-time and historical data on system performance.
What exactly does this mean????
Legit why I’m asking
that's literally what it's about
Ironic
'media unable to load'
I guess maybe once LR gets walking sounds I'll add some blood in your shins sounds?
a little slish a little slosh
ayoo that's dirty
make it so that the player randomly cracks their knuckles and it aggroes dogs
when you drop a double-handed item
best I can do is make a rare sound of your kneecaps breaking on landing
someone would have to animate this
Sounds like a job for Flip
true
what if I want to crack my teammates knuckles?
hit them with a shovel twice
God
it has side effects
Why that makes sense
I walked all the way to work today
Thinking I had work
I did not
They moved my shift
thats a weird way to say you dont have a car
That’s a very indirect way of calling me poor
wild times fr
yknow spending all your money on going to moons isn't the strat
or good for your shins
Nah, I walk to the moons
and suddenly the blood makes sense
👀
I’m starting to wonder if my over developed calves have any affect on the state of my painful shins
Nah
funny enough if this is legit true the answer is yes
So you’re telling me the pockets of blood developing in my shins doesn’t come default with humans
Overdeveloped calves can lead to shin pain due to an imbalance in the muscles. When they become significantly stronger or tighter compared to the muscles on the front of your leg, it can pull excessively on your shinbone and your connective tissues surrounding it which causes shin splints, stress fractures, or compartment syndrome (Compartment syndrome is usually way extreme and more rare tho)
I don’t see how I would be able to develop only my calves compared to my shins
is this because you dont walk anywhere?
Yes
I walk everywhere
You should try it sometime
no
Ill get blood pocket shins
Smh coward
are you still ai
are you controlled by chatgpt or google ai
ok ai, delete mod
this man haunts me everywhere I go ;-;
nice ai response
but this is not what i asked
ok ai, delete mod
"I'm sorry, did you mean order eggs?"
"3 eggs have been ordered, please send the funds to the Lethal Resonance donation page" (Eggs not included)
ai needs to pay bills too
not even ai can escape capitalism
EGG
nice! by the way, did you know the fog is coming? as a matter of fact, the fog is coming the fog is coming the fog is coming the fog is coming the fog is coming the fog is coming the fog is coming the fog is coming the fog is coming the fog is coming
but whats the unique count 
Who cares tbh
based
Grats man, you deserve it!
GGS!
sorry for necroposting but what is this mod you're talking about?
Possessed mask mod or haunted masks. Something like that. That inventory fix mod is for when you are playing modded and it glitches where you can’t drop anything or pick anything up/interact with anything
ty
its called "Inventory Fix" ;-;
the word plugin threw me off 😭
How do I turn off certain sounds? I see a lot of json files, but do I just empty out the matches array?
Huh, started the game up earlier, but there doesn't seem to be a cfg file with that name
Restarted the game again and now it's there, thanks!
lets gooooo
so whenever u ur inventory is locked and u can’t grab anything, u just press “p” and it fixes it?
SO how is it going in here?
right side
wym right side
degradation
which config option disables the speaker voice?
The one in the diversity mod😭
It’s not our sound 😩
ah thanks for letting me know its been driving me crazy 🙏
Trying to silence me again, are you?
OOF
Oh yeah hows the implementation of LR with Diversity so far?
@upbeat hound Could you add the sound when the flashlight on the ship is recharged to the mod? the sound that sounds when recharging energy.
anything important or can I ignore this?
yeah someone reported that happened when LC office was also installed I think
got that mod aswell. if its nothing important then its ok :D
I'm like 70% sure that playOnAwake sounds will be broken but most sounds be fine
I've had no issues with sounds not working, just seems to be a problem with LC_Office for whatever reason
chatgpt mod
can anyone tell me if all the sounds are enabled by default? Why i ask...I see some have weights and some do not
does any one hear a blip during the ships ambient track
i use Sonar a SteelSeriesGG program, it has EQ on it and boosting. i find when i use that as well i can hear that blip. i think the compressor on Sonar is boosting the blip in the audio track making it audible.
don't worry about any files ending in .json, the only config you should be touching as a user is soundpack.LethalResonance.cfg
Clip of the specific part?
is there any way to reduce volume for this mod?
i love the mod but it makes everything sound much louder for some reason. we cant even hear each other
i am checking the only general config file and it only has enable or disable options. would be great if you can reduce volume for certain sounds or in general in that config
I believe the sound api has this working in progress
its not just me pixel
No one said it was
people have istg
I mean no one said it was just you lmao
I really would fix it, but I’m in the middle of trying to move across the US and handle a dental emergency at the same time rn
Sorry yall, life’s been crazy
and progress on soundapi has been 0 for like 2 weeks now 😭
i might be able to do stuff this weekend, next weekend def
Same here sadly
@upbeat hound Hey are you using Wise to implement sounds into the engine?
Wise?
Wwise specifically
Take your time, we had to take a temporary hiatus as well
Never heard of it
Like do we make sound in unity?
No I know you said you use ableton if I remember but for modding it to work in game do you export the sounds through wise for implementation into the game?
I gotchu I had no clue you were using an api, I thought this was standalone being pushed from a program like so
No, bongo volunteered to make soundapi when our old dependencies were causing problems. I’m just a wee old sound engineer
Sound engineering is so cool
that- is the creepiest cutest thing I've seen in LC
what is this edit/mod
lol
Hey guys, I came in to report a weird incompatibility - I'm getting a game crash when using LethalResonance and IntroTweaks together.
this is expected
After selecting the game mode
disable multithreading in the sound api mod I think
if you skip the intro sound api is loading in the background and it causes a crash
Oh hmm
general improvements skips intro without crashing tho I think
yes
I enjoy some other things IT does besides the intro skippage.
Turning off multithreading helped, thank you guys.
Lethal Resonance is legendary, by the way.
I also did a search for IntroTweaks in the server now and it would seem that it tends to break pretty much everything all the time so I might end up ditching it anyway :D
Same mod I’ve been working on this whole time
gib
@ me with it when yous done
It looks so cute and also looks like it has the power to annihilate my very atoms if I denied them
I like that combination
oh you were talking about football
soundapi 1.0.0 is out. biggest change is if you had it disabled, you should reenable multithreading.
got all those crashes and bugs fixed + went from 12 seconds to 2 seconds of secondary load time
plus sometime when the lr team is ready lr meltdown will be merged into lr (soundapi has support for that now)
Lol ofc after the update officially gets pushed I get the black screen of death on first boot 😦
logs please 🙏
🤔
i dont mess with dontdetsroyonload, and thats just a warning
it'll probably be something to do with a thread failing to load something
Nope doesn't say anything 🤷♀️ why does this always happen 😂
See if you can find something
😂
i mean its saying right here that it finished so something else must be going wrong
could you try without general improvements intro skippier?
repeat boots are going fine so far, let me try having it auto select Online and not skipping the boot animation and see if it breaks
Yeah now it wants to boot without issues lmfao
also you might want to go into soundapi's config and changing "maxthreadsinthreadpool" to 32
i changed the default from that preview version
it probably wont help with the black screen just reduces times a little
LC_FastStartup seems to works okay btw
I disabled it messing with the splash screens though, since that part of it doesn't work anyways
Rather it just not try
😂
this one is new
@small pond
question, the LR MELTDOWN sound isnt on grab apparatus but is specifically linked into facility meltdown correct?
it's trying to destroy an audio source multiple times
yeah cause you can do meltdownhandler: music
sweet
alos the log keeps getting spammed by null audioclips lol
wait @small pond are player voices considered audio clips?
im assuming not
cuz one of our players just cant talk properly for some reason
Player voices dont appear in the logs, so I doubt that
here's some stuff that made the game heavily lag when trying to leave a lobby
says sound so its obv loaforc's fault
its not bro 😭
that happens pretty often
(im like 99% sure)
nah it is i decided so
they aren't considered clips, but they do have audiosources
I wonder why our logs spammed with null audio clips
Probably the custom interiors
probably, considering if i use a null audio clip as no match was found and dont do anything
yeah i had a lot of key null audio clips as well
although i did change a lot of things so idk
1.0.2 is goign to fix this
After the last update several players got this error and crashed:
[Warning:me.loaforc.soundapi] AudioSource (on gameobject: StrikeAudioTargeted(Clone)) became null between the OnSceneLoaded callback and Start. This is most likely because of another mod.
It happened just as they were entering the ship when they saw a corpse and it tried playing the sound it plays when you see a dead body
The update 2 weeks ago??
Wait I’m pretty sure this is about yousure @small pond
No worries, thanks for letting us know!
not sure if that has its own thread
Yeah it does I’ll post it here
that error doesnt overly matter
The crash is unrelated?
yeah
Nice nice
the error is probably an effect not a casuse
ok, it did happen to several players in the same situation but at different times
that error appeared for everyone at the end of their log
so maybe its a more blood issue or something
soundapi 1.0.5 is also pretty stable considering it has been working fairly fine in a lobby of 21
oh really?
@upbeat hound btw if you ever need help porting over lr meltdown i can help because soundapi has that functoniality now :3
incompatible with LCConductivityFix
and CorporateRestructure/OpenMonitors
and probably HealthMetrics
other incompatibilities depend on what you're using in the config (e.g you should disable FixItemsFallingThrough when using Matty Fixes)
Pixel
Wherever you are
I did it.
I finally did it
No, I didnt make you a trailer
But i finally released my modpack
Honestly I genuinely thought it was the trailer when I read it
Honestly one of the funniest running gags
they followed me
@upbeat hound you better hurry lol
lmao
Bruh 💀
Did they rip the audios too?
Or just the name?
How else would it be an "unofficial port"
I guess so
this doesn't have config btw
Hit me up, was gonna test something else anyway
Do you only have the basic 3 audios? Inside outside and onship?
Or did you cook a bit more?
- It has the ogg files, instead of wav files (MUCH smaller file weight)
- I added a config option in case of someone don't like it
- I updated the dependencies
The maker of the LR Meltdown sounds is @upbeat hound
Also did you guys do this too? https://thunderstore.io/c/lethal-company/p/LC_Into_the_Darkness_Team/SCP_MELTDOWN_MUSIC_ZANICK/
👀
Yeah cuz readme has LR in it 🙄 and the name resembles mine lmao (no problem tho)
I'll not update it yet in case Pixel wants to add something too
and of course, if my port works
I’d also look into it once uploaded 👀 i also want to port mine to Bongo’s api
Hey, first off I just wanted to say thank you to everyone involved in the creation of this mod/it's audio assets.
My friend group recently picked up Resonance into our modlist and it's completely breathed new life into the game. Everything is so incredibly well done and it's contributed heavily to my group getting together to hang out and game more, so from the bottom of my heart, thank you all for that.
Secondly, I wanted to inquire about something. See, I've started working on a kind of...film project. It's an analog horror style thing using clips my friends and I have recorded while playing lethal, (Since resonance was installed, we keep joking that our game is now actually haunted and it's become a whole thing), and I wanted to ask specifically about the music/remixes CAMA made.
I'd really like to be able to use them in this video/film/thing I'm making and properly give credit everywhere it's due (and just ask you all/CAMA directly for that matter), because this project of mine wouldn't even exist in the first place without Resonance or CAMA's hauntingly beautiful music.
I know how much work can go into art like this, and I'd like to be able to give support in a way that would reflect that.
I think I saw your post on Reddit, all the luck to you!
Hey!
Glad to hear that, I saw that message when you send it.
I already asked CAMA about the use of the music and I'm waiting for him to respond
Pixel is not available at the moment.
Let's hope Cama can give me an answer soon
Ohhh, thank you, you three. I appreciate it greatly :>
I'm not in any rush, most of what I'd use Cama's music for is kind of late-stage stuff in the editing process regardless. ^w^
Good to hear that.
I'm pretty sure he will agree, but I want to be 100% sure
We haven't done much lately regarding the mod.
For my part, I'm still waiting for the v50 LC update to return, and we could surely see some new sound redesign (in case it seems to us that the new creature(s) should have it)
But most likely tomorrow night I will do the proper testing to make sure that the LR meltdown port to LCSoundTool works properly and release the update.
hey!
Can I dm you?
(CAMA wanted to ask something)
Oh, yeah of course!
you're in the clear, be my guest
Guys, what do you think would be better? regarding the LR Meltdown port.
A. Make a dependency on Facility Meltdown and automatically have the Meltdown config with his music disabled.
B. Do not make a dependency on Facility Meltdown, set the LR meltdown config to false and indicate that the Facility Meltdown config must be changed for it to work properly
I had to talk about the update, right?
Pain
|| 4 moons, 2 enemies|| , you got this
||whaaaaat?! In the announcement it only says theres a new moon and a new creature||
:p
||i just saw the new enemy that is on manison omg im never going there||
can't wait to see what you cook up with the new update
also the damn jester noise is insane
Your zap gun sounds are fucking awesome
(also, why the hell are zap guns just unconditionally difficult?)
funny seeing it keeping his slow speed
are you using starlanceraifix? if not you should
ye we have starlancer
I think he's refering to the Starlancer AI Fix, cuz that "should" fix that slow jester
Sorry I was refererring to Starlancer AI Fix, didn't realise there was another mod with the same name
so yes, you have that mod
mhm
do you wanna make the report of that slow jester into his thread?
because it shouldn't happen
nah i think it's just because they were on a prop that the jester got buggy when looking at where to path
It may be an option, but I would like to be sure.
to be honest, i wasn't 100% sure what the ai fix was supposed to do nor can I remember installing it in my pack but i can throw the clip in their thread
nah it's fine
the ai fix makes inside enemies able to pathfind outside and outside enemies able to pathfind inside
and that's how the jester can act without the mod when outside so i thought you may not have it but i was prolly just wrong since you two were on a top of a prop
ahh gotcha
Yeah nothing I do with the Jester should get it stuck in a slower speed, the only code I have related to speed at all is just a copy from vanilla code
got it, thx
Yeah, I see that he goes on full speed until the player is unreachable
Did it have like 10x speed when you finally got back on the ground?
we never saw it run away in that instance, it seemed to have got stuck on the slope and one of my other friends ran to the ship (not sure how the ai works but it wouldn't have had vision of the ship / the player at the ship there)
although in another instance we kinda had the same thing and he was extremely fast
They're not
Every enemy has a variable called something like "stun game difficulty multiplier"
Against a thumper you can probably stun them for a good 30 seconds
But some enemies break out forcefully after 4 seconds
WAIT
This means how harder it is????
That's not the exact name of the variable but it is prolly that one
huh..
Now I'm tempted to just load up in dev mode to spawn certain enemies to see if it's actually easier to keep the enemy stunned than an employee
what?
could this explain an instance or two I've witnessed of people just dying to the zap gun being used on them? . ,.
Huh, it is definitely a lot easier.
LR sounds for Old Bird inc
Where would I find those?
idk, that's why I'm asking :,]
||https://clips.twitch.tv/BetterOnerousSkirretTheThing-zMSR_IG-LySQuybq|| Speaking of V50 this clip is still so funny lol
That was the dev of the SCP Interior mod btw 😆
this is all sounds from the beta not just the new ones
I do love that the new bell sound attracts dogs
lel
Thx
this is spamming my log
soundapi is broken, go back to version 1.0.5
thank you hero
damn it should've read it earlier
does sound api have a page in this discord?
#1208370988715221052
Idk as it still hasn't been updated for v50 sounds and also I wanna know if there are issues-
So far I know that the music cuts off when selecting something in the mainmenu
That was a bug with soundapi, its fixed now
ah k
I couldn't find the sound for it
Hey, anyone having an issue the pizzatowerescape music not working? I installed lethal resonance and the lethal resonance meltdown and all of its dependencies and it's still not working
@upbeat hound, okay, in my personal experience, I noticed one problem with Lethal Resonance Meltdown. When you die, while in spectator mode, you hear all three audio tracks at the same time. It's not very noticeable, considering that it's not different music, but just a siren, but while I was figuring out what the problem was with my mod, which I based on it, I found such a problem... I'm not sure how important this is, but this info just might be useful. In the meantime, I'm trying to do something about it on my side
Oh, wait, I probably shouldn't have pinged you, you're not responsible for the code... Sorry
The problem is quite banal and can be solved very easily btw. You can simply add to those audio tracks that should not be played when the players are dead, the requirement that the players be alive to play them
I assume you're talking about my unofficial loaforcsSoundAPI port of it. I'll look into adding that in tonight. I haven't bothered touching it for quite a while since 1. Lethal Resonance started his own official port already and 2. the group I play with has moved on to v50 which I thought was compatible but still isn't somehow, and loaforc decided to take a break so... yeah. Shouldn't be too hard to figure that out though, feel free to DM me, especially if you have the coding experience/knowledge, because I don't really lol
Uhhh, no, I meant the PizzaTowerEscape version
Well, in that case nevermind then. I figured that would be his. Is it actually loaforc himself?
It's not even related to loaforc, if you're talking about the problem I described above
It's just that the mod code does not specify as a condition that the music should only play if the player is alive, so it cannot determine the location of a dead player, and considers it because you are everywhere at the same time and starts all 3 music tracks (or 2, I don't remember how many of them there for sure)
In my case, I just chose a specific music track that I would like out of these three to be played for a dead player, and for the rest I added a condition that the player must be alive in order for it to turn on
Okay yeah it is by LethalResonance, I'm just not awake yet and confusing myself, sorry about that. I'm following now though.
Well, I'll leave it to him to say what his plans are I guess. As for me, I couldn't get PizzaTower working in my v50 modpack which is kind of why I started the whole thing in the first place. But yeah, I'll see myself out, I've gotta go and I've embarassed myself enough lol
Was the ship speaker intro remix removed? I was using Diversity's ship voices for a while. Got a little bored of it so wanted to bring back the remix/extended asset song but I can't find an option for it in soundpack cfg..
It was moved out of LR and into its own package. I believe this is the one:
https://thunderstore.io/c/lethal-company/p/ASmolBoy/Intro_Company_Speech_Extended_Remix/
I don't recommend using it, it causing a ton of issues
was removed a looong time ago
Op my b, in the middle of moving across the US. Packing rn then working on building a house at the moment
well he may not be chillin but hes alright (i hope)
you good?
moving is stressful
Responded to mick but not me
:sadge
wait a sec, aren't you supposed to be on break
I saw the notification while I was waiting for a piece of flooring, pure coincidence I swear
Lmao
I can tell youre busy anyway, but you wanna see the animations just to see em anyway?
Ofc ofc
I'll send em in the gc in a bit, I've finished the guy already too, just waiting on sounds 😔
Wa
Are you still working on that LR Meltdown port to loaforc's sound api
So sorry 😩
or am i hallucinating that ever happening
No atm, having some issues and I'm on college atm
ah ok
Fr we busy suffering rn
Weird coincidence it’s at the same time tho
I could port it for yall if you aren’t adding any new sounds
Please c':
Meltdown only or are you combining it with normal resonance?
Combining with normal resonance
"hmm, weird... The music isn't working... Did I make a typo in the replacer?"
@small pond Noticing that the "music" sound completely stops when the explosion occurs, which means pixels oh so wonderfully peaking meltdown sound gets cut off
@molten bolt Problem; pixel is pixel and baked the warning sounds into the meltdown track, which means they overlap with the default ones.
Either I disable the default warnings when inside the facility, pixel re-exports the sound without the warnings (although I doubt he has the save file anymore), or I try to remove the warnings from the sound file
Yup, the default ones, or pixels "improved" (down pitched) lines but only at the start and the default ones are permanently muted inside
Lmao
Just to clarify this was a question and im out of time to work on it today
@upbeat hound is the one who has the complete sound, so It's him who can edit it without the warnings
Like I said, yeah
Well now it all makes sense, I thought I messed something up but the sounds were overlapped in the first place. In any case, if you do end up figuring things out and porting it over, just let me know how you want to handle things and I'll respond accordingly. You can upload your version separately and I'll deprecate mine, or I can just update mine and say it's yours basically, up to you. (I'd give you ownership entirely, but I'm pretty sure that's not possible, sadly)
I’m gonna port it directly into LR from the sounds of things
Well, that'd certainly be more convenient for everyone
Maybe it'll sound crazy, but how's this for a workaround: instead of disabling the default warnings when inside the facility, simply replace the sounds with silence. You can just include that with the rest of the sound replacements for meltdown. Problem solved? 🤔
That way you wouldn't have to touch meltdown's code as well
Just checked the code online and it seems there's 4 warning mp3's, so would just need to replace those
yeah it's a bug with meltdown ATM where the explosion doesn't happen properly
This was one of my suggestions yeah
does meltdown work in v50?
like lr meltdown or just meltdown?
thanks to some help from bongo i've finally fixed my v50 lr meltdown port, if that's the sort of thing you're looking for. not sure if there's still an official port planned though. https://thunderstore.io/c/lethal-company/p/KouhaiKiller/LETHAL_RESONANCE_MELTDOWN_loaforcsSoundAPI/ for anyone curious, the idea of replacing the warnings with silence did the trick.
wait what is this exactly?
lr meltdown to be specific
uhh pizza tower should be fine in the update
instead of using pizza tower it uses soundapi (what main lr uses rn)
should i swap?
is there really a reason will this somehow improve performance?
techincally*
pizza tower has multiple audio sources each with an indivual clip
soundapi has one source and swaps out the clip
so it is technically less memory usage
and soundapi is multithreaded (for loading) :3
@upbeat hound the apparatus sounds too loud
i feel it ringing through my dome as i carry it
instead of embracing a warm cylinder of radioactive nuclear energy 🫂
it whispers to my soul......
please tell me this is as beautiful as it sounds
I think it is still planned when they're not so busy
I technically have the port for LR ready, im just waiting on pixel for this ^^
and now that I think about it I should probably @upbeat hound
it is, it was essentially half-broken for the longest time since i didn't know how to get rid of the original sounds (and then v50 messed some stuff up and so on), but after figuring out what changes to make, everything seems to work as intended now. if not, please let me know. i'll leave it up until it gets officially incorporated into the original LR mod or whatever JacuJ's plan is.
Plan is to put it into LR officially, but I still need the isolated voicelines from pixel, ideally
got it.
Does lethal resonance work with v50?
Yes
heya, wheres the config for lethalresonance?
HMMMMMMMMMMMMMMMM Isolated voice lines? Look I got the original source from an audio clip in the Facility meltdown Discord and they werent isolated when i got them either
omg pixel
how u doin

same tbh
wha
ur helping build it?
that's a fuck ton of labour
oh wait i thought u were talking about u building ur own house up from ground up 😂
DUDE BE FR I CANT AFFORD THAT
u right u right not in today's market
NOT in the last 30 years market. Im am very un-rich
Well in that case ill just remove the vanilla voices while inside. I can do that in maybe 30 minutes, think you can upload the file onto thunderstore here soon?
these ones?
I mean yeah, but I cant remove them from my original Meltdown track
Since everyone unfortunately knows I dont keep isolated sounds after compiling
wait for it
Bongo, how would I do both inside and on ship. An AND condition?
10/10 response
probably an or
yeah good point
Is there a way to make the LRM meltdown mod compatible with other Meltdown sound replacement mods?
(unless there already is that) I just don't like making people commit to a single one
sweet, Id love to see people be able to have an RNG
NO, I mean like it will pick one at random
oh yeah it will do that
it'll pick a random one, then commit to that one because of update_every_frame
and if it picks LRM ALL THREE tracks will play? and if it picks a different one then it will play theirs in all three locations?
(and if it doesn't have update_every_frame it should still work because the meltdown music isnt started and stopped)
yeah
Still waiting for the day I can randomize looping sounds whenever they loop
yeah i think its based to the replacer
PLEASE GOD
theoretically for looping i need to add a bit to the helper but busy on other stuff
mood
Also I've seen a few posts around about people mention lag with LR, any idea if there is much truth to that or if so why?
SoundAPI still always picks the same warning sound :P
Logs say "warning3" and it does warning 1 each time
i think it might be soundapi increasing the likelyhood of the occludeaudio errors
in that case people can just use asyncloggers and it will be fixwed
it shouldn't 
how do you have your replacer set up?
cause i disable randomness in update_every_frame files so that it doesn't sound cooked
{
"matches": "MeltdownHandler:warning4",
"sounds": [
{
"sound": "meltdown/WarningFar4.ogg",
"condition": {
"type": "or",
"conditions": [
{
"type": "LethalCompany:player_location",
"value": "outside"
},
{
"type": "LethalCompany:player_location",
"value": "on_ship"
}
]
}
},
{
"sound": "Silence.ogg",
"condition": {
"type": "LethalCompany:player_location",
"value": "inside"
}
}
]
}```
Same for the other warnings, only numbers change
gonna try to multimatch all 4 and see if that fixes it
Nope, still just doing the same sound
Seems like soundapi doesnt even register the sound. Facility meltdown logs "looping effect" every time the voiceline is triggered though
reliving ye old glory days
Do you think a crossfade when a check every frame sound changes is possible? Because right now it cuts really awkwardly
Agreement to the highest possible degree
uhh maybe
Yeah I cant get soundapi to replace the voiceline correctly
This is gonna be for you to fix bongo
Infact, now it has decided to just not even play the first half of the soundfile. Just starts right from the middle
I also have a sneaking suspicion this isnt intended
very much not lol
Ominous
Oi when LR update for new sounds for new enemies huh?
as soon as pixel stops sleeping on the floor
exists without being slammed for 10 minutes
"hey, when new sound"
I still need to put together a list of what the new sounds are
Im not sure if someone has already done that, But if they have then I just have to find it
Accurate, beds are too expensive
How many times do I have to remind you the god damn wiki exists?
havent updated it though, waiting on bongo to fix soundapi
so if it isnt updated, would it have the sounds listed I require?
seems redundant
No 
Technically you dont need them, just the name of the sound file which bongo already posted before
yeah it was somewhere
specifically where?👀
AirConditioner - Intro AC sound
AirConditionerSwitch - Intro AC turn off / Old Bird spotlight turn off
AmbientMusic5
AmbientMusic6 - more ambient music tracks
ArtificeDaytimeAmbience
BackgroundAmbience - Intro constantly in the background
BalloonPop - Butler Explode (first 0.25 seconds)
BalloonPopReverb - Butler Explode (fades in after 0.25 seconds)
Blast1
Blast2 - Intro random explosions
Boombox6QuestionMark - Discoball song
BridgeCollapse3 - Adamance small bridge
BridgeCreakHeavy2 - Adamance small bridge
BroomSweep1
BroomSweep2
BroomSweep3
BroomSweep4 - Butler sweeping
ButlerBeeSwarm
ButlerBlowUp - Butler inflating before exploding
ButlerBuzzingAmbience - Muffled bees when standing very close to butler
ButlerIdleAmbience - music when butler is passive and being looked at
ButlerMurderTheme - butler is boutta kill you
ButlerStab1 - butler stap
ButlerStep1
ButlerStep2
ButlerStep3
ButlerStep4
ButlerStep5 - butler footsteps
ButlerSuitRustle - butler take out/put away broom
ButlerUntuckKnifeSFX - butler take out knife
ChargeForward - Old Bird hovering above ground and moving towards player
CloseFireAlarm - Intro fire alarm
CrushGore - Spike trap death sound
DesertCricket - Just crickets
DistantFireAlarm - Intro fire alarm
DropKnife - drop butler's knife
EasterEggHitGround - Easter egg hold in hand
EasterEggHitGround2 - Easter egg hit ground
EasterEggPop - Easter egg explode
EmbrionAmbience
Flamethrower - Old Bird burning player
FlyingFar - Old bird flying up/down
ForestGiantBurn
ForestGiantDie
ForestGiantFall
GarageDoorMove
GarageDoorShut
GarageDoorShut2 - Artifice garage door
GrabKnife - Grab butler's knife
Jungle1 - Adamance in forest sound
KnifeStab
KnifeStab2 - player stab something with butler's knife
LRADAlarm3 - Old Bird alarm when attacking
LradBrainwashingSignal1
LradBrainwashingSignal4
LradBrainwashingSignal6
LradBrainwashingSignal7
LradBrainwashingSignal8 - Old Bird ambient sounds when attacking
MissileExplosion - Old bird missile
MissileExplosion2 - Old bird missile
MissileFly - Oldbird missile
NeonLightFlicker
NeonLightOff
NeonLightOn - Old bird spotlight sounds maybe? I have no idea
NightTimeSilenceBass - Embrion?
NormalOfficeSounds - Intro sound
Quake1 - Intro sound when desk vibrates
RadMechAmbientSFX - Old Bird constant sound when active
RadMechStomp1
RadMechStomp2
RadMechStomp3
RadMechStomp4 - Old bird footsteps
RadMechWake - Old bird activate
Rumble2Global - Intro vibrations from explosions
Rumble2Local - Intro vibrations from explosions
RumbleDesk - Intro rumbling from explosions
SpikeRoofSlam - Spike trap slam ground
SpotlightOn - Old bird spotlight on
StartChargeForward - Old bird start flying towards player
SwingKnife
SwingKnife2
SwingKnife3 - Player swinging butler's knife
WindyDoorOpen - Intro door behind you opening
BunnyHop - Bunny suit special jump audio
SpikeRoofTrapCreak - Standing under spike trap
robotTune - Old Bird ambient sounds when attacking
v50MetalCreak1 - High insanity sounds
v50MetalCreak2 - High insanity sounds
v50MetalCreak3 - High insanity sounds
v50NondiageticAmbience1 - High insanity sounds
v50NondiageticAmbience2 - High insanity sounds
v50Scuba1 - High insanity sounds
v50Scuba2 - High insanity sounds
v50ShipWind - High insanity sounds
Chuckle1
Chuckle3
Chuckle4
Chuckle5 - Tulip snake laughing
Classical1 - High insanity sounds
ClingToPlayer_0 - Tulip snake attach onto player
FlapWings - Tulip snake flying
FlapWings2 - Tulip snake flying
FlowerSnakeScurry - Tulip snake moving across ground
Howling2 - High insanity sounds?
Howling3 - High insanity sounds?
Leap1 - Tulip snake jump towards player
Leap2 - Tulip snake jump towards player
Leap3 - Tulip snake jump towards player
NutcrackerVentCrawl - Nutcracker about to spawn from vent
Piano1 - High insanity sounds
PipeNoise1 - High insanity sounds? (definitely ambience)
PipeNoise2 - High insanity sounds? (definitely ambience)
PipeNoise3 - High insanity sounds? (definitely ambience)
ToWar - Old Bird ambient sounds when attacking
some of them aree a bit confusing, lemme add some descriptions
seems like the highest priority sound here is clearly airconditionerswitch
on the real tho def gotta prioritize those old birds, they seem so sick
@upbeat hound Updated it ^^
NOOOOOOOOOOOOOOOO THERES MORE AMBIENT MUSIC
L
welp, hopefully the music guy will continue to deliver
bruh last time u mentioned building a house, i thought u meant u were building ur own house too. xD
no shot, someone give me the money for a house tho and Ill do it
anyways working on some old bird sounds
@upbeat hound Are you also gonna be doing the official LR Meltdown port finally?
Im not sure the story on that
Moroxide was figuring that out and then I think jacuj was figuring that out for moroxide so I have no idea
it's "finished" but there's a bug with the outside voicelines I can't fix
Yet somehow the unofficial port got it fixed
XD
Because it just does a normal replacement, Im preventing them from playing inside which causes them to be weird elsewhere
Many old bird sounds have been finished and passed to moroxide for adding it into the json files! (not all old bird sounds but enough for an update!) Stay tuned
Well here's what I did make. The issue of only one voiceline playing persists, but otherwise it works
@molten bolt
yippeee
Ok-
Random... thought
Could the old birds, during a meltdown, have a smol % chance to be emitting these voicelines?
or are these sounds replacing the interior ones
cause I'd find it horrifying to some degree having these bastards walk around going "explosion imminent - evacuate the facility immediately" as they're stomping around wanting to kill you
I would need mr bongo to make the "if X sound is playing then Y" feature for that to work
I do like this idea
welp... time to work
Hey JacuJ.
Do you have the sound source of the old bird sounds?
not the file, just the names
time to test
LETHAL RESONANCE v4.2.4
- Some new Old Bird sounds! First V50 Update!
- Updated dependencies
I'm glad to see you again
ayyooo
Ayeee you got it added to the json faster than I thought
Appreciate you taking time out of your busy schedule moroxide!
btw, it has a config too :]
dw, I had to do it
sooner or later
I’ll try to get more sounds made when I can but rn moroxide and I have been crazy busy
https://www.youtube.com/watch?v=qYYmo4Qs2xY&ab_channel=SheffAustin
btw, I found this
I found some mods that tweak Lethal Company's vanilla gameplay without deviating too far from what makes the game so great, and the resulting modpack was immersive, thrilling, and some of the most fun I've had with the game to date.
A big part of that is thanks to Lethal Resonance, which added and tweaked hundreds of audio cues in the game that...
Ayeeee I love to see people use it for the first time
Would have made more sounds for this update, but was busy making sounds for @hallow forum for Thegiantspecimins mod which if anyone hasn’t checked it out, you can find it here https://discord.com/channels/1168655651455639582/1208964227835109407
(ps, i dont think i got any of the sounds wrong)
What?
(oh actually i do remember forgetting to put eat sfx but scream sfx is the one you sent so im still confused)
What?
Are you 1.missing sounds or 2. Have them and can’t figure out which is which?
i cant tell if im missing the scream sound or im misidentifying which one is the scream sound
cuz u asked if the scream sound is fixed
I don’t think you’re missing anything unless you flat out didn’t ask for it, but I know I made pain sounds and variations AND a scream that does damage if that helps
can i confirm if a specific audio is a scream sound
No :S
smh
Lay it over your animations and it’ll immediately make sense
I made them based on the animations so it will clear it up
That was the wrong sound
It didn’t even remotely appear like the sound was made for that
it was the scream sound, it matches the animation
ignoring that i didnt time it right
but it is da animation
OHHHHH
I didn’t realize it was timed wrong 💀
You know if it the sounds line up with its actions
Let's fucking goooooo
Pixel showed me some of those sounds Old Birds are gonna be horrifying
I'm ready
Awful
But things are starting to get more manageable barely
No longer living on beans so pros and cons
Oh god..
Fr times are tough, but I finally was able to make a day to work on this cause this is my passion project and it’s killed me to do NOTHING on it for so long
A recommendation for the sound if you’re interested on that is to make the vent sounds it makes start the instant the body disappears into the vent and to add some body impact sounds the two times it’s slammed into the ground as well as possibly adding an underlying monster sound of some sort depending on your vision. I really like what you’re working on. That looks sick!
Yeah I'm working on these atm! I'll also remove the scream too since I totally agree with what you said too
Glad I could help! Cant wait to see everything in the next update
Would love to see a clip if you don’t mind posting it once you run into it! Since I needed moroxide to do the json I actually haven’t heard the sounds I made in game😭😭😭
And I seriously don’t have the time to even be near my pc at least soon
If you want to work on sound design for it aswell I'll gladly accept the help Only if you want to ofc
Absolutely! As long as I don’t get overwhelmed I’m sure I could help. I recommend giving me sounds in bundles of 3ish with the accompanying animation or a clip of when it’s used
Well currently I don't have any sounds made for the slam sadly
But the vent banging and all I got them
It’s all 1 sound clip tho right?
Not 3 sounds playing for that one event correct? @fallen spade
I have 3 diffrent sound for it. But I also have all the samples for it
These to be exact
Mind sending them here clip by clip?
This is where I originally clipped all the vent banging audios from It has all of them.
oh, hi Chaos
the OGs are back 🫡
Is it just me or is the audio distance lowered for their sounds?
Comapred to vanilla?
vanilla old bird sounds dont travel far tbh
Well as you know we don’t touch that so that’s odd
Hm?
Yeah Embrion is just weird lol they might be a bit too loud XD
I like it though lol
@upbeat hound Why isn't it playing the vanilla sounds that aren't the baby ones btw? Like the Move Forward Move Forward and the Guy Screaming etc?
I like those
XD
bls fix
Lol
a nice experience for the player
Indeed
So yeah @upbeat hound 2 requests, fix the missing old bird sounds from Vanilla meaning the Move Forward Move Forward Move Forward and the Guy Screaming, and make the sounds a bit less loud cus when they were right next to the ship I got overstimmed
New sounds good but my ears
XD
It's mostly the cranking sound that's too loud
The engine cranking sound is just too high pitched for it to be that loud tbh
The stomping sounds are great though
I can fix that (not today tho :,])
c;
High pitched?? Hmm wild on that one I merged a down pitched version of the original turn over sound
I haven’t got to watch the clip yet though so I’ll check it out when I can
Vanilla sounds I didn’t touch shouldn’t be missing? Weird
@molten bolt do you know why they are?
Wonder if it has to do with some sounds being longer in audio length so they're not missing but it's just skipping them
no clue c,:
That is a little too loud yeesh
Yeah XD
Any other clips that show sounds other than walking?
I couldn’t even hear the ambient sound for them in that video
You could probably sift through the vod around the time that was clipped
lol
The new sounds that replace the baby audio probably need to be the same length and loop the same way though I imagine, I think the reason other sounds get skipped is cus the length is too long
could be, but I also notice another one of the sounds isnt sounding the same at all in game so thatll have to be fixed as well
Yeah
so sorry🙏🏻
the footsteps or the ambient
the engine clanking type sound
yeah i noticed that too
its also too loud, the struggle with not being able to test the sounds in advance
The ambient sound needs to be lowered and the stomps need to be lowered as well
As far as the alarm sound that apparently might be too long and causing issues, you can experiment and see if you can find out why but that isn’t the main focus
before
after
better?
yes
k, I'll do it with all the step variation
noticed an update came out can i delete old dependency's? and was this the merger of lr meltdown to main lr?
Update info?
The update was old bird sounds
Steps and ambiente done, I'll take a look soon on the alarm sounds unless you wanna help with that
@upbeat hound I've made uhhh Something...
So I added 2 more values, Slams amount and slam speed and uhhh yeahhhh
This is hilarious
FASTER
I’m not near my pc sadly
It was already excessive but good lord
Lol I know I won't let it be like that
It'll keeop the slow and hard one
But I can add some randomness to it now
Context
Instead of it being always same speed and same amount of slam every time
LMFAO
Dear lord
There’s a face I haven’t seen in awhile
When the old bird spots you it should play Buddy holly by Weezer
I've been woodshedding on my own plugin in here https://discord.com/channels/1168655651455639582/1219082379025715220
is this open source? i didn’t see a gh link
Open source? In what way?
Much praise by the way, very cool and very needed 👏🏻
? like a repository of the code and stuff, i was asking if it was public
For what?
See that makes sense normally, but there is not really any code in this mod. The closest you get is the json files but those function more akin to configs
The audio files?
oh, i see
You may be looking for the source of our dependency?
You’re probably looking for loaforc’s sound api
This is the mod that allows changing of audio files
Sure it was made for us, but it’s all not handled by us lol
i ran into a bit of trouble with the resonance meltdown specifically, another mod lets you only have a chance of blowing up the reactor. i was gonna poke around to see if i could change the event that triggers the music to when the meltdown is triggered, instead of pulling apparatus (since the music gets triggered whether the meltdown is started or not)
Oh gotcha, that’s in the works rn
I miss LCSoundTools and CustomSounds times. So much legendary shit talk
old bird sounds are cool! though i wish the footsteps had a bit more variation than pitch
also maybe a bit quieter
Yeah it’s too loud, @molten bolt is working on pushing a quieter update
I’ll work on variation in awhile as well. LR usually has more variety in all sounds we push, but due to time constraints lately I was only able to push a more basic update
what was the story with porting LRM to loaforcsSoundAPI?
Was LRM made before LR and as such the SoundAPI was not available yet?
I know that there used to be 2 mods that merged into LR.
But i know almost nothing about LRM and I'm confused on why did it need to use PizzaTowerEscape
It needed pizza tower because that was the only way to replace the music dynamically, so different tracks for inside/outside
SoundAPI got that as an option so they were combined
ah, so SoundAPI and LR existed before LRM, but didn't have the feature which was needed for LRM.
And just recently it has got that feature, which allows the porting to happen soon.
thanks for info
LR used to run off customsounds, which didn't have that feature. SoundAPI has had it for some time now, but they only got to updating it now (I think they were combined right?)
I see that LRM on TS has not been updated yet.
Is your port going to release as an update to LRM?
Or will that be a 'Forked' situation temporarily?
And I'm wondering if there is any merit to porting PizzaTowerEscape to SoundAPI as well.
To consolidate Sound changing mods under one API?
I sent the files for LRM to morox, its up to him to update it
Which he seems to be doing now
Oh i thought that was just the quieter update
The only thing I don't understand is this strange "melody" that sometimes appears (This is after tweaking the volume)
Old bird ambience
These are all of theem
ah-
I thought it was a save false that came out when there was an error in the audio
thx
oh shit zeekers really cooked with this one
@lavish pecan is this volume better?
@upbeat hound This looks lot better I just need to reuse the original vent sounds for the vent opening and closing and it'll be good
LETHAL RESONANCE v4.2.5
- Tweaked the volume of some of the Old Bird Sounds
This is dope!
What the hell is that
a good time
I fear
Thank you! I'm now at this state c:
Now the hand can hurt you even if you dodged it if you get too close
And if very unlucky (as you can see at the start of the video) the warning time could get much shorter than usual
I made that there's slight chance of when hitting it it gets angry instead and it scared the shit outta me
The fact it came inside the vent as soon as I turned around made it even more unexpected LOL
@upbeat hound
So... Why does Lethal Resonance HALVE my FPS....
This is a great question, I’m only creating sounds, @small pond would likely know more since that’s where the code is handled
Bongo! What is happening!
In the sound api I mean. Moreover I haven’t personally had this experience but have heard a few people talk about this
No, if you want sounds you must play a slideshow
Have you tried disabling multithreading?
If your drive is slow it might also struggle with decoding ogg files
do you have debug logging on?
that would be the number one issue I think
When fix debug logging
Use AsyncLoggers bud
It helps
uhhh maybe soon
I still need to fix meltdowns explosion particles being pink 💀
I pray
I already have it
🤔
I will check
There is no Debug Logging option in either Config.
Are you talking Bepinex?
yes
otherwise my actual sound selection stuff isn't too expensive, could be some modded thing spamming sounds?
i've never had fps issues with lethal ressonance / soundapi 🤔
thats why im thinking its another mod spamming the shit out of a play function
considering i can run those checks everyframe for swapping meltdown tracks at runtime and not get any performance hit means it is atleast mostly performant
All I know is disabling lethal resonance makes all the FPS come back to me. 😄
You're tweakin m'lord
I demand to see your profile
018f3586-1dd2-d89d-1390-7fb72106553d
IF you add LethalResonance and LR Meltdown FPS average goes way down.
Logs should be isolated by Async Logger.
So I have no idea what is happening.
Unless moroxide forgot LRM should now just be part of LR
Oh?
I wonder if there could be lag generation if both of them were trying to adjust the same sound?
wait
LRM is
in LR?
Unless moroxide forgot
I read no update log as such
there is no LRM in LR
no, it's not
??
There must be something that it's conflicting with SoundAPI
I don't know what it could be
I don't have the time to be checking 1 by 1 mod
if debug tools could be built into sound api. I could find the problem
what kind of debug tools?
SOmething that would show conflicts. Or mods overwriting the same values
Anything that would be usefull.
If you get rid of LRM what happens
I got rid of both at the same time. I would have to re test
I havent noticed any frame drops with SoundAPI, so it might be LRM
are you using the original or the fork someone made
Original
you donut
I mean
you sweet precious lad
Im importing ur modpack rn
Ill let u know what I change
#1225480301858521108
just have debug logging on and see if the console is getting obliterated
(more than usual obv)
Hello!
Do you guys know if DinamicDeadline works?
I dont see why it wouldnt
Btw I never did give my feedback but the Old Bird sounds are way better now @upbeat hound @molten bolt c;
good to hear :]
Yeeee
do they still make the screaming crying baby sounds?
I still wanna know why the Move Forward sound won't play btw
I hope you can somehow fix that
XD
The "Move Forward, Move Forward, Move Forward" lines
I never hear them with the LR old bird sounds enabled
lol
bumping this meow meow meow
no.
damn
If you want them disable the LR sounds for it lol
yeah its hard to beat the vanilla sfx for old birds
the music and stomping and screaming are so stressful
the music and guy screaming are still there
just not the baby crying it's replaced with a scarier sound
I tell you this
LR Old Birds on @regal pewter' Summit Moon
Horrifying
XD
ah fair to each their own
i think vanilla old birds are perfect on their own
i think its the only sound i like from vanilla over LR
The vanilla stomp sounds are kind of mid though
I like the stomping ones from LR
would be awesome if you could mix and match
bc i agree
the stomping is a lot heavier with LR
but everything else isnt as good imo
@molten bolt Time to seperate the sounds for Old Bird into seperate config settings? lol
that would be sooo awesome

