#Lethal Resonance
1 messages · Page 40 of 1
anyone who receives
Has a friend of yours do the pack?
or you're the one who makes it?
ok
my packs are all over this game
Decently high chance each of those packs had another mod that broke it
give me the last modpack you've done
maybe i am wrong
That's what I've done just now, with my friend
I have, havent had problems with mirage
did you share
and we didn't had any problem with mirage
yes
and nothing?
it works perfectly with him
ok so known non compatablitlies?
wait, let me finish
IF there's no mod on your packs that has some sort of incompatibilities with Mirage.
I'm not saying it has to be
I'm saying that this is a current issue
the other option has to be on your pc when you share the code
I don't know why it happens, 1st time ever that I've heard about that
but it seems with the things you've said
The best option is talking directly with the maker of that mod
Click here and ask there
https://discord.com/channels/1168655651455639582/1200695291972685926
ok, let's continue with the music
I'll start doing tests for the deepbass, I'll tell you the result
Ok i get it but i wasnt the only one having an issue
unless every other person had the same mod that caused mirage to have an issue
but they were all my packs man
but ill look deeper later
Sadly I don't know what could be causing it, as I've said, we're not the makers of that mod
You can try asking in https://discord.com/channels/1168655651455639582/1186515716124459088
i know that
There're more people that may be helpfull
i asked the question before i was able to evertything runnning for everyones packs on these servers
i was looking for help but im good now.. sorry fellas
only one can replace at a time, so the top one needs a "not" condition stacked, and then a level check for level 1 or 2
My logic is
- Use DeepBass.ogg with a weight of 1 (50% on any dungeon)
- If you are on Level1Flow, use DeepBassFacility1 (or 2).ogg with a weight of 1 (The other 50% but in Facility)
- If you are on Level2Flow, use DeepBassMansion1 (or 2).ogg with a weight of 1 (The other 50% but in Mansion)
Maybe? Test it I guess, but if it doesn't work just have two entries for deepbass
Although with the way you have it now, it'd be a 1/3 split, not 50%
kk
yeah
ok, 1st deepbass normal
- Still deepbass
- Deepbass lol
but other sounds can be heard with deepbass on background, like voicecry and Strangenoises
So local and global ambience is separate, good to know
Same as GhostlySynth
GhostlySynth and Deepbass are on the same group I see
ok, it's not working
I'll do a 2nd test Just in case I've had really bad luck
let's try with this in the normal deepbass
Wont work
and how do I make that it's a 1/3?
It only accepts "one condition", so you need to put both checks into an or condition
33.3% normal deepbass
33.3% Deepbass Facility 1 / Mansion 1
33.3% DeepBass Facility 2 / Mansion 2
I used the same way as the meltdown
I swear I did that before and it didn't work...
lel
Well anyway, if this doesn't work just have two matchers and have the condition check on the matcher itself instead of the sounds
k
I think the condition is not working
now there's no deepbass
Is levelflow even a valid name?
Well that’s an example of the condition structure, I don’t think it’s the actual name
afaik this is the dungeon names
What level is your logging? It should display the dungeon type
Soundapi logging specifically
?
I don’t know the difference between extended and lose it, but they both should dump extra info into the logs
Gonna pass out in a bit though, so gl
no issues, thanks
@molten bolt Any chance you can add a config option to keep the sound for pulling the apparatus when disabling the apparatus sound? I like the pull sound but I disabled the sound for when it's plugged in due to it playing constantly for clients after it's pulled lol
ive had that bug before, but it doesnt happen anymore after i made a new modpack from scratch
not sure whats the exact cause of the bug
It's a vanilla bug, the sound doesn't sync with clients so when the sound is replaced it constantly buzzes for them
I would say I doubt that you no longer have it, more so that clients aren't complaining
You won't experience it
If you're the host
Make sure it’s OR not AND
i never host
@upbeat hound 1.7.1
Fixed a bug that caused non-ascii file paths to fail to load. This means players with non-english usernames will finally be able to hear their own voices.
@upbeat hound told you
a big part of growing is learning the skill of listening to others
It was a mirage bug - LR crew can't fix Mirage bug lol, if you have a mod problem i'd recommend posting the issue on that specific mod's thread 🙄
lmao
Was it the bug you had?
wasn't it like a download bug?
yeee
maybe something in cache didn't work correctly
oh well
Yeah thats why I asked, because it failing to load for specific users seems completely different to it totally breaking the modpack
it's before the game actually starts, it's not any individual mod's causing that
just checked the LR sounds for the girl. ive definitely heard them in conjuction with diversity's girl sounds.
the Breathing.ogg from LR definitely plays when she's chasing u
breathing is a vanilla sound though
Again, thats vanilla game, diversity
i see. i was assuming all oggs here are from LR for replacing the vanilla game's sound.
i'd put it in the diversity folder 🤔
also i dont seem to hear much from the girl without walkie.. with walkie i feel like i do get more of the new lines from diversity.
idk if its supposed to be walkie only tho.
lethal resonance's diversity folder only got bracken scream
and then the diversity mod's own folder doesnt seem to store the sound there
or maybe it does within that mysterious diversity file.. but no obvious sound files lying around
Diversity has its own sounds, LR is supposed to have a second set of replacement sounds I think
Unless they were never made to begin with
just judging by whats in LR's diversity folder... just the bracken scream
definitely heard that one
damn good bracken scream
when u chilling at the ship and u suddenly hear that scream outside. oh man..
There're 2 girl sounds, each one enabled if you have Diversity or not
@molten bolt I need to ask, why do you have some sounds like the Secure Door sounds for the facility placed in Ship Sounds, and stuff like the Signal Translator and TipsHud sounds part of Terminal sounds?
🤔
wat
sounds/terminal
for my SCP Intro i put TipsHUDs, WarningHUDs, GlobalNotificationSFX to a "misc" folder cuz that made a bit more sense to me 🤔
like this (yeah counteradd sounds are in there thats why its called "misc" and not "hudSFXs")
Under Ship sounds you have the Company's hatch sounds, the sounds for opening and closing cupboards in the facility, the big door sounds for the facility lol
ehh cupboard might also be the red cabinet sound which should be the same for the interior cupboard? not sure about it havent looked into those sfxs yet
well LR guys should know since they messed with these sfxs - uhm can i ask for a ping when you guys restructure stuff? i'd like to make my audio mod as compatible with yours as possible so the players can choose if they want to listen to your scans or mine, etc.
What was I just tagged in. I’m not sure what any of this is about, but this particularly irritates me. Feel free to correct me if I’m not reading this correctly
Yeah cupboard makes sense
EZ idk why you're giving attitude to the LR team. your issue was literally caused by a different mod (mirage)..
i know you're frustrated from struggling with the issue for hours, but that doesn't justify your attitude to others.
you didn't even list a 100% reproducible way to replicate your issue. how could they possibly figure out the problem and solution to it?
that's very unreasonable.. a big part of growing is learning the skill to not unnecessarily take out your frustrations on others.
in the end, the solution came about when someone helpfully reported the issue to the mirage author and thought up the potential issue:
#1200695291972685926 message
if code sharing is broken, that's a modmanager issue lol
if the issue was that some players can't hear their voices, the issue you described is completely unrelated @coral dagger
you're complaining in the wrong thread and what you described is not even correct (if the issue is indeed what i fixed in the latest version)
really not sure why you never once posted in #1200695291972685926 if you suspected the issue comes from mirage
i asked a general question for some help, (Not knowing it was mirage) i found the issue and when i was replied to for my help needed... i simply informed what i found... and no longer needed help.,, you inquired about what i found .. and said i was wrong... and then followed up that Mirage posted a fix directly complimenting the issue i found..... its over lets me on with life
you were being rude to them, that's why i'm pointing it out
and if you're asking a general question for help, why are you asking it in this mod release thread
if you need general help, ask in #help-and-troubleshooting next time
instead of getting mad at mod authors that have nothing to do with whatever issue you're having
this is rich
wut
Love the new tired addition 👏🏻
🤭
there was a lot of stuff that happened to me
majority because of me
so here i am 😅
And here I thought we were getting chloroform weather 😞
just wait 🤭
i was joking while making madness weather
but i got it every single day
in real life
huh
just makes sure you don’t get tired again after you regain your energy. otherwise that makes you.. re-tired.
😂
oh lord
i'm jumping from part-time to full-time at my job
cause finals ended
i will diiie
meanwhile im trynna figure out why my raycast isnt working lol
And I'm working
Some lol

Lel, I'll update the dependencies soon
Doesnt r2 download the newest versions automatically?
idk
So I need to ask
Which sounds are the heaviest?
I know there are some that have very minor differences
Are you sure its LR causing the ram usage? Because just installed by itself LR only uses 800MB of ram for me. For it to somehow spike to 3.5+ something else has to be messing with it
It's not doing that anymore after reinstalling it
Idk what happened there
In that case I would assume that would be related to bongo if it’s a memory leak
LR takes 1GB RAM from me consistently
give or take yeah
I disabled Footsteps, Ghost Girl (cuz i use other mod to change her sounds), Old Bird (too loud) and Spider (weird sound) and didn't test how much is taking yet, gonna check later
curious about this too
My guess would be the longest sounds, which would be music
SoundAPI is broken atm, please revert to the previous version
i've never experienced this 😅
could you try update to 1.1.1, and if you still experience it, go into bepinex.cfg, add Debug for Logging.Disk and Logging.Console and enable IM_GOING_TO_LOSE_IT logging level in me.loaforc.soundapi.cfg and send your file here
otherwise you should be able to just disable multithreading in the soundapi config and have longer load times with no risk of crashing
Love the logging level for you bongo
yeah I was initially going to change it before I released it but oh well
ok, i tried to use that logging level and didn't get anything useful in the logs on the new profile, but in my default profile that the game was running i got this spammed in the logs:
[21:56:19.8614703] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace: loaforcsSoundAPI.Behaviours.AudioSourceReplaceHelper.LateUpdate () (at./Behaviours/AudioSourceReplaceHelper.cs:66)
and then i tried to disable multithreading in the new profile and it worked
you haven't updated it seems lol
Wut u doing here
LoaforcSoundsAPI is the base of this mod
gonna try with 1.1.1 rn in my default
that error is gone 
but the crash is still up, might be a "my pc" problem
so i will keep the multithreading off
Also... did some test on RAM Usage
Vanilla at menu takes 1GB of RAM and i think LR loads the audios at menu, so i tested with many different settings exiting and starting the game many times
Profile with 5 mods
- BepInExPack
- EnemySoundFixes
- LCMaxSoundsFix
- loaforcsSoundAPI
- LETHALRESONANCE
TEST 1 - Default
(No config alteration)
RAM Usage at Menu: 1.8 GB
TEST 2 - Menu
(Menu_Theme + Menu) -> 10 files
RAM Usage at Menu: 1.8 GB
TEST 3 - Footsteps
(Footsteps disabled) -> 228 files
RAM Usage at Menu: 1.7 GB
TEST 4 - Ambience
(Ambience_Outside + Ambience_Inside + Ambience_Music + Day_Music disabled) -> 65 files
RAM Usage at Menu: 1.7 GB
TEST 5 - Complementary mods
(Diversity + Meltdown disabled) -> 5 files
RAM Usage at Menu: 1.7 GB
TEST 6 - Outside Threats
(Old_Bird + Baboon + Circuit_Bees + Earth_Leviathan + Eyeless_Dog + Forest_Keeper disabled) -> 75 files
RAM Usage at Menu: 1.7 GB
TEST 7 - Inside Threats
(Bracken + Centipede + Coilhead + Jester + Little_Girl + Masked + Nutcracker + Puffer + Spider + Thumper disabled) -> a lot of files
RAM Usage at Menu: 1.6 GB
- It may not be 100% accurate, make your own tests
He wasn't supposed to be online at that time of day lol
nutcrackers are bugged atm and after they open for the first time they constantly make the turn sound, even after death
https://cdn.discordapp.com/attachments/1186515716124459088/1253154021976440923/Lethal_Company_2024.06.19_-_20.16.58.04.DVR-00.00.31.007-00.00.47.535.mp4?ex=6674d221&is=667380a1&hm=4bb035bcf449f34b5ce4b107ca15a9b247bb3d13f2c73fb0e1ab93a564320b15&
this should be fixed in the next version of sound api
hello, time to work again with this
and just in time, too
I'll try to make the mod ready for v55, but 1st I have to make sure that the API works
Honestly, your mod became essential to me and my friend group and thank you very much for supporting it 🙏
but 2/5 of us have weak pc's and that + SoundAPI makes game not feel good
as of now I disabled footsteps and disabled multithreading in soundapi but is there anything else I can do to decrease ram/performance issues?
It works but it needs a fix for an issue DiFFoZ found that was causing some performane problems
game crashed for one of us after switching a moon, I assume not enough ram
or a different mod but bcs it was the weakest pc of our group and also half of their pc shut down (discord, modman, steam, etc), we assume its ram
I hope @small pond fixes it soon but I understand if he's waiting for V55 first
For those kinds of issues it is better to go to the API that we use
https://discordapp.com/channels/1168655651455639582/1208370988715221052
Oh I already made him aware of it
Lol
After I said something he updates it lol
Will check out the changelog soon updating drivers rn
u probably wont be able to update it btw
you'll probably have to disable it for today
no
Lmao that changelog
Also it got updated 5 hours ago, the releases tab just didn't wanna update on my phone
☠️
I was planning to wait until I got confirmation the issue DiFFoZ found with it was fixed anyways ^^
:p
Tested and woking with v55 :]
I haven't played in a long time so apologies if I'm super late but the new custom footstep sounds in LR are gorgeous
amazing sound design
There is no such thing
I assume you’re talking about the speaker voice from diversity?
@molten bolt I literally just realised I DO have the old outside gravel sounds. Assuming the check every frame function is working correctly, you can set these up to be the sounds used while outside
oh!
Eyy
hello!
Im curious
so, it's a replacement or an adition?
So what do y'all have planned for Barber sounds?
Maybe
But like
Addition. When inside use current gravel sounds, when outside use these new ones
And with that im dipping out because I havent encountered the barber yet
and Lethal Resonance is like, realistic sounds
Apologies
Nah go on, I just wont be here
No Im apologizing for possibly spoiling
I have no intention to, Im just curious
its been on my mind for a bit now
The new enemies don't really need sound replacements imo
does this work in v55?
Yes
epic
3 months later I return
Hmm
This is interesting
Sadly it uses the old API, so bug may happen
Pretty sure its a repost actually
Im curious what is the purpose/significance of this audiofile?
Used with LethalMeltdown
Very helpful
I meant what specifically, I don't know if it serves a certain purpose or is just redundant
What it says on the tin, my dude. It’s Lethal Resonance’s version of the Meltdown sound from LethalMeltdown.
The Warning File
Specifically
The one I posted
Not the other three clearly labeled ones
Didn’t see the .ogg correctly as I’m on mobile, I assume you meant the file highlighted in the image
That’s used for the warning message when the meltdown starts
If I had to guess
If I had to guess the mod needs a file present, but they included the audio in the others
So they made it just silent
Just so it doesn’t spout errors (or worse)
The old version that was separated from Lethal Resonance just had the three so I wanted to make sure before I added my own extended variants
it represents the existential void within all of us consumed with each passing day, it is called a warning because it makes us reflect on our purpose in this never-ending cycle of going in search of scrap to reach a quota that never ends even though we know that it is useless to feed the monster that resides behind the walls, as Sigurd reveals in his logs payforhim
Pfft
Ah, thank you so much! I couldn't see the telltail signs of its omnipotence within these files!
Its there to disable the warning sounds of meltdown. Technically it's only there to avoid a bug, but that was recently fixed. Also, the latest update added a "null" option, so a silent file isn't even needed technically
Yeah Meltdowns been getting a lot of updates to prep for v55
What warning sounds were even there? Alarms?
Now to get bongo to fix soundapi...
I don't remember any that werent apart of the base audio file
Voice based alarms
Ahh
The meltdown.ogg file has warnings baked into it... But meltdown mod has it's own warning voicelines, and they were both playing
That'd be a nightmare
you didn't pay for him
Hi, just wanted to ask if the mod was client only or if everyone needs to have it
It's client only, but obviously only people with the mod installed will hear the new sounds
Ty the sounds were too loud for my friends so I wanted to know if I could keep it but have them just delete it
Happy to help!
They should be mostly the same volume
yeah for me it sounds pretty normal but maybe its off for them since I just had them download my mod folder rather than having them download the mods themselves
id like a subtle gasmask breathing sound effect wherever i go,
can you guys point me to the right direction?
?
im not too sure how custom sounds work,
but it would be nice to have the player's helmet have gasmask sfx
like the ones in scp
Oh
Oxygen mod combined with a custom sound effect is the closest you'll get without a dedicated mod
Is it me or is the lethal resonance version of Facility meltdown not working on the newest version?
Damn, im not sure of what mod is causing a conflict or if its just an existing issue but the game consistently crashes on start up when trying to load the mod OTL
oh yeah oops
@arctic crown @molten bolt the new meltdown update for v55 changed some of the matching strings for meltdown, hoping it fixes the warning voices not working properly
oh
ok
I'll fix it soon
Update the wiki 
i forgor what i changed it to 💀
wat
I literally do not understand why but the mod just wont work at all for me
tried reinstalling all the mods with nothing but lethal resonance and its dependencies
apparently thunderstore just has better downloading powers than me I guess, issue fixed
just had to copy what thunderstore downloaded to my game folder
The dependencies arent supposed to be in the LR folder, that might be why
always better to just use a mod manager like r2modman
хуйня мод
bro forgor
now i know what the original meltdown audio sounds like.. ive always used the LR version from the start
@hard token pfp change sheeeesh
a sighing cat
@molten bolt Can you do me a favor and seperate the nutracker sounds and the shotgun sounds from each other? I added another mod to replace the shotgun sounds and they tend to conflict sometimes and override each other
I would like to keep the LR nutcracker sounds but disable the shotgun sounds
oh
ok, It will take a while cuz I'm in exams :,]
but I'll try to make it as soon as posible with the other fixes and request
Thank you 😄
I'll put together a version for you, just need you to push it
Think I should do a "performance mode" config that automatically disables some of the heavier sounds? @lavish pecan
Up to you, I think the main thing that would help is the removal of the vanilla sounds that are added in some places
Like the Breaker Box sound for example is just the vanilla one as far as I can tell
Ill parse through and add those to the performance mode
It doesn't make sense to have vanilla sounds included in the sound pack that haven't been changed
lol
That's adding to the ram usage when they don't need to be readded in ram if they already exist
Pretty sure they are changed, but its mostly just reverb
Yeah, the ones that do very slight changes that aren't noticeable I say have be not replaced with the performance mode
the masked possession sounds are also super subtle and ingame you can't hear the difference
I had to actually play the files to hear it
are you sure?
The things left are the:
- Remaining step sounds from JacuJ
- Delete the breaker box sound, which is the same as Vanilla
- Add the ambience music from https://discord.com/channels/1168655651455639582/1250938688305758248
- Fix the meltdown sound
- Separate the nutcracker and shotgun sounds
- Update dependencies
I have a list of things to do, but my time (and currently my mood) are not at their best
I have half of that done already, and some other changes
I really appreciate it, you've been carrying us the mod lately.
Did windblown ever make alternative versions of the tracks? based on the suggestions you made
He added a lot of alternatives on mansion, but there're only 2 for factory
the Factory1 and Factory2Fixed
I'll go through the existing ambience and get rid of the "all I hear is bass" complaint while im at it lol
Lmao did some people complain about that?
I remember myself complaining about that, and im pretty sure theres been some passing comments about it
This is LR ambience compared to vanilla equivalent lol
Or the doors... oh the doors
Doors arent supposed to make a shockwave 
lel
welp, I'll be orange soon
Rip, losing ur role I assume
Can we take a moment to appreciate pixel being an among us fan
Gonna need you to pull these later. Soundapi apparently doesn't even log them
use this coward
if i dont see this in the next update im gonna leave an angry shrimp sticker here
my homie, it already is
was*
havent died to ghost girl in a fat minute
also yea this is totally understandable, some sounds in the pack feel really bass heavy but i cant remember any specifics atm (other than the doors which i assume was changed alr)
Everytime i launch the game with lethal resonace installed it crashes i have other mods and if i disable lethal resonace it launches fine how can i fix this??
it works for my friends to with the same mods and everything but mine doesnt
What does the log say about it?
what log
The unity console leaves a log in the files. Any errors should show up in there. If you have r2m or thunderstore just access the profile files and it should be there
Its been happening to me as well, typically after a second launch of the game and from what I can tell the log doesnt log anything it just hard crashes upon trying to load lethal resonance.
did you fix it
Unfortunately no I have no idea why it would be hard crashing unless it was it was a RAM allcoation issue or something causing a conflict. I have resonance remvoed from my pack currently cuz of it but i can try to test more
damn ok
Here's the log output. It seems to log some stuff but i dunno if it includes any explciit errors near the end where the crash happens.
From the looks of it its continuing to load lethal resonance as other mdos load in and that might be the problem? Im not sure
You could try to disable multithreading from the soundapi.cfg
If that does nothing please turn on "IM GOING TO LOSE IT" mode and send me the resulting log
Where is im going to lose it mode
DIsabling multithreading didnt work fro me
Nvm
i forgot to save it buit it fixed it
Tysm
I was able to launch with multithreading disabled as well
Also seems to work fine on subsequent boots (which is where itd typically break fer me before too) so tis a multi threading issue which is weird cuz my cpu def support multithreading
Yeah, something is off with multithreading.
It breaks error logging when enabled for me
Weird
errors getting suppressed on other threads is stupidly common when dealing with multiple thread stuff
I think its loaforcs sound api
that has been crashing me game for a while now
Problem already got solved lol
Spend all day testing the new steam audio. And while is a bit tricky to setup I think you can get really good results. for the test I used a voice attached to an animated sphere, and see how it change based on the voice position against mine position and all the geometry that interacts with the sound in the middle.
anyone consider Steam Audio as a lethal company mod?
would compliment this mod really well
it gets used in content warning and from what i saw it needs to be "baked", which makes it impossible to be used in a procedurally generated game like lethal company
ah darn
LC actually used to have HRTF (Steam Audio) but due to performance reason it was removed
https://x.com/ZeekerssRBLX/status/1749813093876867491
@audaki_ra The game actually used to have HRTF (using Steam Audio), but it cut the performance in half, so I eventually took it out. Now it just uses Unity's default reverb filter globally. Some audios have their own reverb filters attached, and I set their 'dry level' based on distance
hm 🧐
maybe the baking process isn't that complex? i dont think it'd be worth spending a lot of time looking into it for a farely small thing lol
This was truly my greatest wish for the game
A moment of silence for such a massive loss of immersion
Some dude helped me fix it go into the config of loaforcs sound api and disble multi threading
There'll be some fixes soon :]
Where's that new update at? I was kind of expecting it before stream today when Jacu let me know he sent you the update to upload lol
I'm not at home
Pretty sure you can upload through mobile
This issue was fixed a long time ago
or just add me to the LR team?
If you're having issues I'd more so recommend regenerating your SoundAPI config
Isnt multithreading on by default?
yah
Yeah but if it's been a while since a regen the max threads number might be way higher
that's what caused problems
You could reset it if you use gale
Why do we keep pinging this guy, the problem is solved lmao
Let me see how do I do that
Log into TS and it should be in the same page as your account settings
"CuzziWuzzi", because old inside joke
I'm kinda lost here
I can't add you
I'm a member
The one who can add is @upbeat hound
Is pixel even awake at this hour?
Mine never increased and it was a brand new fresh isntall of the mod and its config so it wasnt this bug, multithreading was just borked
I've had 0 issues with it since Bongo swapped to using UniTask as a dependency
Weird
the main problem comes with me spawning so many tasks at once, I have a shoddy fix with just delaying the thread start time but oh well
I will admit we've had a couple memory crashes since readding SoundAPI, do you think sometimes multithreading could be causing a memory leak crash?
no
Only found that out cus of DiFFoZ checking stack traces
K. I wanted to be sure
lol that was mine, I couldnt figuire out how to actually get the music to work
and I forgot to change the read me
it wouldnt play in game
if someone could actually help implement this that would be great
v4.4.1
- New dungeon specific ambience music by Windblown
- Quality pass on ambience sounds (No more bass overload)
- Config option for shotgun sounds
- Various config fixes
- Updated Dependencies
Meltdown is stil broken because we have not yet found the necessary log to perform the proper replacement, we recommend disabling it temporarily :,]
oops, noticed that it says v4.5.0
v4.5.1
- Fixed version number
Did you just go up a major version to fix a typo, or did you make a second typo?
the manifest was v4.5.0
I can't go back
Ah... The one part I forgot to change
Vega Lethal resonance version when
Vega?
Hold on, lemme link it
This sexy mod
One of my favorite mods of all time, n they released a template for replacing the voicelines with custom ones and stuff
Basically an AI that activates with your voice, you can tell it to teleport you, open doors, turn off turrets etc
Lethal Resonance doesn't work for me since its very last update. Worked fine when we played yesterday, but today for the first time ever it doesn't replace any sound at all, I haven't installed any new mods and I have even disabled Meltdown because it is also bugged now.
What could be the issue ? I already miss these quality sounds 😢
4.5.1 confirmed not working for me with this selection of mods. Had to downgrade to 4.4.0.
0190daa1-0d5b-3915-99ff-33a1f77e25d2
ok, noticed out that the mod doesn't work entirelly
I only installed this mod + dependencies and nothing :,]
ok, found an issue with the location
let me see if that fixes it
yup, it's fixed on my way
doing some testes before updating
v4.5.2
- Fixed localization, making the mod work correctly, sorry for the delay
- Updated README
Can I somehow disable only walkie modded sounds?
There isn’t much to replace there, it’s already a high quality mod
Localization? 
yup
the sounds folder wasn't in the bepinex folder
I had to add the Bepinex/plugin/lethalresonance
no issues tho :]
what happened to Lethal Resonance?
was broken in v2.5.1
Fixed in v2.5.2
So wait
v2.5.2 fixed all the sounds?
cuz even the sounds that we're set to true didn't make their sounds
like the terminal
I was testing my ultra modded modapck at like 2 in the morning today when this happened
wait you mean V4.5.2?
fixed here
Terminal sounds for me :D** **
so all the LR sounds not working was just localization issues?
yo, i didn't read the full history here but my game crashes on launch with lethal resonance. a small exe pops up during launch and it all closes but logs don't say anything about an error. is there any mod that clashes with resonance atm?

Disable multithreading in loaforcs sound api, its borked fer one reason ro another atm
Actually?
Yep it was what was causing the crashes for me and another person at least. Only thing I coudl reasonbly discern from the logs is it parsing sounds while other mdos were also loading in at the same time and I guess somethign there was going wrong.
Grrrrrr
You win this time
Oh do the old birds stil make baby noises with resonance? I couldnt hear those noises when palying but idk if thats itnentional or not
Baby noises are replaced iirc
yup
Ahhh damn aha
Hard crashes or soft crashes?
I've noticed an increase of soft crashes
Hard crash at load
Haven't had that but someone did yesterday in my group
Yeah its a multithread issue so if it happens thats the solution
@small pond I think Multithreading is just cursed
i know its this
will i fix it
probably not
You probably will when you feel like working on the mod again
At least you know why
the next time i work on the mod i will probably rewrite it
so it will not be for a long time
Wait what?
Me as a member on TS so I dont have to push stuff onto moroxide
fair enough. does that mean that everyone's gotta do it since we run the same pack? in which case i think i'd rather wait for updates
No it should be a client side option so onlu the ones crashing would have to do it
Scanner_Pixel and Scanner_moroxide sounds doesnt work in the last update. It does in versión 4.4.0
I'm surprised that I just realized it. Maybe there are other sounds that aren't loading that I haven't noticed.
They work for me
Just make sure only one is enabled at a time
Jummm how strange, yes indeed I only had Scanner_moroxide activated and it didn't work. So I disabled it and then enabled Scanner_Pixel and it didn't work either. I hope it is not due to incompatibility because in version 4.4.0 it works correctly.
I'll be testing a little.
Might be a mod conflict
sorry to bug but did you test tomb since it got updated
if its still broken i dont want to add it
and loadstone potentially?
ok thanks
Now I see, if you disable "player sounds" the Scanner sounds are disabled too. That didn't happen in previous updates.
Could they return it to the previous state? xd I just don't like the rest of the sounds in "Player", but I love the sounds of Scanner_moroxide.
Luckily that was not the case.
This is how I felt about vanilla old bird sounds but those got changed anyways :(
of course the custom ones are really neat
but i feel like old birds already have such good sound design and i question whether change was necessary
The LR ones improve upon the vanilla ones for those tbh imo at least
But yeah the Vanilla ones are good
Yeah but the baby noises are gone so
The baby noises I never liked
I wonder if thats what causes my game to have a 50/50 of crashing on launch
the baby noises are terrifying and give them a lot of character IMO
I found them annoying lol
It's all personal perspective tbh
I find the LR sounds to be more scary
may i ask where you got the LRAD brainwashing signals from?
the new sounds
like this
Either sampled from transformers or recreated would be my guess
the wonderful meltdown sound doesnt work anymore for me :(
this is kinda what i mean
to me LR old birds kinda just sound like transformers lol
like they about to yell autobots roll out
still neat sounds tho
I liekd the baby noises, maybe if they played less often it wouldnt be as annoyin to some but it feels like an itnerestin bit of their character possibly being used as psychological warfare too by eminating disturbing audio around them. Feel like removin 'em entirely alters their characterization a lot
I'm in love with the facility music LR adds
For real
I can't play LC without LR at this point kek
I must have it installed
i might try this mod again since the loud bass got fixed
Is LR in good working condition right now or are there any known issues or conflicts to be aware of?
I've been wanting to try it out so bad.
Meltdown compatibility is not functional, everything else is good to go
Oh awesome I don't run that.
I miss my meltdown
Hi! There was an idea for a transfer, but I didn’t figure out the API because I didn’t have enough time to work on PowerSounds due to the creation of 2 more moons)
I can help with that :]
I see a lot of quality in your sounds
Thanks
Can I dm you?
Sure
I dunno if anyone said it but, the step sounds are way too loud,
They're the same volume
then they need to be less loud either way
stepping on grates sounds like those meme ASMR videos
Like, the vibration afterwards? Theyre pretty even I think
they are but it's too much, it adds too much noise to something that you'll hear constantly, step sounds should be felt but not heard, if I notice too much the stop sounds, it's not good.
Not saying that the sounds are bad, they are amazing!
Very moody and spooky but there's too much when it should be coincise, less is more in this case.
Most I can do is taper off the vibration on it, I don't have the source files anymore unfortunately
😔
why wont LR let me launch my game
Disable multithreading on LoaforcSoundAPI
thanks bro, it helped
yes :[
https://thunderstore.io/c/lethal-company/p/ZER227/LETHAL_RESONANCE_MELTDOWN_REUPLOAD/
you can use this until it's fixed :]
no issues for my part btw
Lethal Resonance working good on v60 :]
Hello, can someone give me the name of the main menu song ? searched for 30 min on discord, used shazam, send to friend but can't have the name of it or even the name of the game associated. Thx a lot in advance !!!
That would be because it was made for the mod lmao. I think you can find it on cama’s SoundCloud though or on YouTube
Ok thx a lot ! gonna search it
hey pixel...
how do you feel about making sounds again, for old times' sake
and because i need new sounds
Ya boi is broken xu
what happened?
Not in this chat
daym, dm me
@upbeat hound Any chance your PC is fixed? Theres a lot of new sounds to play with by now
hi i need help disabling the mod's custom speaker voicelines (i think its from this mod?), where in the config is it?
Hello, @pallid cairn, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
nope, this mod doesn't have custom speaker voicelines
alr ty
there any way to disable only the brainwashing signal sounds for the Old Birds? like the other sounds but don't wanna disable the Old Bird reworked sounds entirely
sadly no, the config disables all the old bird related sounds
would deleting the sounds in the files work?
It might cause soundapi to get confused, but yes
are you using Diversity by any chance? this one has a custom speaker voice
yes i already resolved this in the Diversity channel
meltdowns sounds dont work anymore, anyone else having this issue?
the config and stuff has it enabled
I confirm, the integration of Meltdown with LethalResonance via the LoaforcSoundAPI is not working properly.
That's why I decided to dedeprecate the original ResonanceMeltdown mod!
I updated the dependencies.
https://thunderstore.io/c/lethal-company/p/LethalResonance/LETHAL_RESONANCE_MELTDOWN/
how do you disable certain sounds in this modpack?
cause i really like lethal companies' turret and door sound effects more than the ones for resonance
Theres a specific config
This was smart
Me when im part of the team now 
v4.5.3
- Tweaked Old Bird sounds
- Reworked Puffer sounds (more later)
- Made light flicker not overwhelming
- Added Apparatus remove HUD warning
Was the og meltdown added as a dependendcy on purpose? lol
yup
wait dependency, fuck
Yeah you made it a depencency for the 4.5.3 update lol
I was supposed to add it as a notice lol
There should be a soft dependency function tbh
Yeah, the good thing is you can easily remove it and do a version bump
Btw I configured AsyncLoggers wrapper 
That took longer than I wanted it to
Wtf happened?
👁️ hm
either disable certain options in the config or delete the sounds from the files
SoundAPI will throw a fit and sometimes cause a crash but works well
Someone got very angry lol, pushing a new version to undo that
I'm just waking up and saw that someone made a copy of an older version :']
I already reported it but yeah dunno why someone got angry and reuploaded the old version lol
disable multithreading until sometime in the next month i fix it
Do I release the hounds?
And yes
🐕 🐕 🐕 🐕
👋🏽 call me if you need me, byeeee
You can remove the new extra dependencies it was accidental
they're soft deps
Pushing a patch to undo the hard dependency
Separated two sounds that were combined before
ohh, is it the ground charge they do?
I noticed the charge is split into two sounds, so i separated them
D'aw
I liked the old light flickers :<
It was always so satisfying to pull the appy and hear the cascading noise of the facility losing power 😩
Now it's just WHAMMM... click
Yeah, gave it a couple of more listens and now it's not satisfying at all
Well I can say that I at least like the Radiation Increasing notification and Puffers don't sound like discount dinosaurs xD
Mayhaps it'd be possible to make it a config option to use the old sound: to save the headache for you,
but I'm fine with just playing at the previous version for now
Ayo my light flickers are gone?🥲
Yes ;---;
Yeah there is a version of the sound with the flickering, but until bongo updates soundapi I can't properly implement it.
Unless you're okay with the flickering happening outside as well :p
And for extra context on why I even changed it: since it was connected to the light flickering directly, it would happen WHENEVER the lights flickered.
Be it the ghost girl doing her thing, or a mod like lethal weather's solar flare effects, it would cause the shutdown sounds to spam everywhere.
So yeah, until SoundAPI updates to enable me to specify exactly when to play it, this is unfortunately how it'll remain
I'll include a config option in the next update to re-enable it, but it will be somewhat janky
Solar Flares with that one is positively epic lol
Shivers down my spine
Shivers, and also completely overwhelming the sound engine making you half deaf for 15 seconds lol
Seems like a plus, I’m confused
Does it?
Nah I mean you cant hear anything for several seconds, even when you should definitely be able to
Strange
Heard noises on my end, like a tesla gate from PiggysVariety
or spike traps
Oh sad, I was gonna say, resonance was designed to make your ears bleed. Or something like that
There's a max amount of sounds that can be playing, and the light flickering happens to every light on the map at the same time. If there are many lights, it can trigger potentially hundreds of sounds, which goes past the 128(?) sounds that can play at once
Normally it wouldn't be a problem as the default flickering is like 0.1 seconds long but since LR's sound is super long it breaks things
I'm running tests by visiting every Solar Flare'd moon and all of the sounds are audible, like spamming doors, hitting shovels, steam leaks... 🤔
Same thing with pulling the Apparatus and triggering every light flicker
I made sure to use March since that's the one that has the most expansive interior to my knowledge
Yeah I used to love March but I went there today and I hate it's facility generation
lol
I'm so used to how facility is on literally every other moon that March is horrid
Should'a brought spray cans and radar boosters ;;;;)))
I am confused, what it's wrong in its generation?
is big boy
It's just weird, it sprawls out so much and is way too gigantic which also makes loot really spread out
March feels horrible to play on
It does have a unique Factory3Exits interior thing, probs has to do with that
I hope that I have fixed the scrap ammount in my Modpack :,]
v4.6.0
- Added tons of Cruiser sounds (more later)
- Merged with PowerSounds
Yay👽
Light flicker... or car sounds... light flicker... or car sounds... UGHHHHHH I wasn't expecting to suffer so soon
Best I can do for now. Take it or leave it
Unless you absolutely want total chaos... Which I guess I can turn into a config tomorrow
Alright that
I don't have problems with that
And I am quite grateful for you considering to add the Total Chaos option, I'll be looking forward to the next update :)
The update does work, right? i've had to deal with broken localization enough times to be paranoid now...
Haven't had the opportunity to play yet
What should I be looking out for in terms of "broken localization"?
nothing working
lmao fair enough
Oh nevermind, TS push was early, I can check myself
It works 
I can sleep in peace
@molten bolt
hey, I am not sure if this is a known issue but my game keeps crashing during startup without any logging when using lethal resonance
its very inconsistent, sometimes it works, sometimes it crashes, I tried disabling lethal resonance and leaving all its dependencies on and it worked every time but could be inconsistency
after this is shows the unity crash thingy
Disable multithreading in SoundAPI config
Because it doesn't cause issues for everyone, and it cuts loading times to a fifth
hm weird
Are the powersounds sounds configurable? Iirc i tried testing it out before and didnt like some of the sounds it changed like the landlimes pinging or the jumping sounds
The powersounds changes are integrated into LR directly. I've modified them to some extent
v4.6.1
- Several Cruiser sounds
- Remaining Puffer sounds
- Re-added old light flicker as config
Ayyyyy
Did you also fix the walkie talkie sounds for turning them on and off sounding inverted?
heh, no 
Lol, you just have to rename the 2 files right?
Remind me after stream tomorrow
XD
Ah, the return of the old_flicker makes this ol' Scavver happy
Bless ye fine modmakers 
Is there anything you have to do to make the meltdown music work? i don't remember
Because i just had the default portal music during a meltdown
https://thunderstore.io/c/lethal-company/p/LethalResonance/LETHAL_RESONANCE_MELTDOWN/
Use this until Meltdown fix the issue
dude
the cruiser sounds like such a piece of shit now
i love it
whoever added it ty
the engine sounds like one of those old trucks that fucking reek of diesel and its perfect
And you'd be right, because I sampled it from something that barely qualifies as an engine
Audio genius, it screams “the company”
In direct contrast to my other mod lmao
Do we have Tulips, the barber, the butler, or kidnapper fox sounds?
no resonance fox sounds :(
I have plans of doing a Spike trap sound
None of them, no
Bit of feedback regarding a couple sounds
Old Birds
- While the new sounds are good and I do like them, I don't like that they don't include the baby crying and the loud, panic-inducing racket that old birds make. Zeekers made them that way because it makes them absolutely hectic (and stressful to be around), and I feel the sounds this mod gives to them take away that personality. That and there's lore reasoning for the baby crying sounds. I do really like the sounds this mod uses, so perhaps the two could be combined?
Earth Leviathans
- The new sounds are so f***ing loud it's not even funny, I figure part of the reasoning for their addition was because the regular burrowing sound is too looped, but the new sounds are no good imo. They should be shorter, quieter, and less "ooh, loud sound!", so that people can immediately understand "oh shit, that's a worm under me!". I'd recommend adding some dirt, rocks, etc. to the vanilla sound and edit that or something, and honestly just scrapping what's currently there, because it's not great.
Been loving this mod overall. The walkies are nice, the footsteps are great. The bracken sounds especially are so God damn horrific and I love it.
Also, are there any restrictions on using any of this mod's sounds for other stuff? I made some stuff with the Bracken sounds but dk if I can use them, it's for a boss on an MC server I'm making
@patent mirage The filter is still active in this channel it seems
Filter?
I can't
:(
Usually if I want to use that word to word something more strongly / expressively I'll censor the u and c to make it come across as less harsh but the filter doesn't like that, though it's fine if I censor the k too, so like, wut
its the default "naughty words" filter
I can add whitelisted words to it but I can't change it
The only naughty word here is Discord 😤😤😤, anyway
heavilyagree on the old bird front at least, havent encountered a worm myself yet in awhile
Interesting, I guess the problem that made the worm sounds quiet was fixed. When it was fixed I’m sure the worm volume became ridiculous cause I made that thing insanely loud to compensate
I don't like the Vanilla Old Bird sounds at all
They got made louder at some point and are fucking annoying and unbearable
and the Baby Crying is obnoxious
From a lore standpoint it's because it traumatized anyone they were fighting :teef:
I just realized I can just turn it off, oops lol
They sound the same as they always have to me
I do find his feedback valid
I prefer using Old Bird vanilla because of how dangerous and obnoxious they are
As for the leviathan
It's so fucking loud that it isn't even fun
is lethal resonance known to sometimes crash the game due to memory overload by patching json files or something?
I love this mod but the game crashes at some point during the boot stage in like 25% of the time, and when it crashes the last log messages are
[Debug :me.loaforc.soundapi] Parsing eyeless_dog.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing turret_and_mines.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing ambience_inside.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing ambience_music.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing facility.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing forest_keeper.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing earth_leviathan.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing puffer.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing nutcracker.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing outside.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing masked.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing little_girl.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing player.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing scrap.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing items.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing menu.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing meltdown.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing oldbird.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing thumper.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing jester.json as a sound replacer
[Debug :me.loaforc.soundapi] Parsing ship.json as a sound replacer```
and a few more parsings
Disable multithreading in SoundAPI
ohh so it is soundapi?
that would already be a great help
how do I disable multithreading for it? just the config or something else as well?
Just config
oh my lord thank you, you might just have saved me a whole lot of time
On another note
v4.6.2
- Added dungeon door sounds with config
- Fixed flipped walkie sounds
Huh. So that's why my game sometimes inexplicably stopped booting? Huh.
Company Cruiser isn't in the config btw
Was wanting to disable it because I prefer the vanilla sounds
Pretty sure I added one... Maybe it didn't save
Is there now
For the worm I'd concede that an indication that it's coming from the underground would be a good idea, though I do love the current noise and don't think it's so bad it needs to be totally scrapped. Makes for some delightful "Wth is that??" moments for my players. However, the vanilla Old Birds' noises just make them sound like a super unserious threat, I cannot take those things seriously in vanilla
Nah is here
SAME
I thought I broke my modpack or something
When its rainy/stormy I suggest adding indoor rain sounds
Just imagine how relaxing it would feel to hear it while being mauled by monsters
If soundapi gets fixed and if there was a sound that always plays when inside I would
I’ve wanted this for ages with a volume level that reduces the further away from any entrance you are
TECHNICALLY if the always check function worked, it could be done by adding it to the door entryway sound. But that would mean a 10 minute sound for each weather...
It would also require a player to walk through, and would stack when several players use it
All I really need is a mod that adds a constant looping sound source at each entrance, the rest can be done through soundapi
||I fucking love lethal resonance||
Lmfao
lmao, felt
I've been using Premiere Pro a lot more than Audacity
Perhaps I was just too used to the old Audacity and while I can absolutely see what they're going for with the new versions it just doesn't feel right
Having to highlight the entire track just to apply effects to it when I didn't have to before is one of the main things that bothers me
If I need fine-tuned editing power it's definitely better than Premiere Pro but for everything else I don't like it as much 
Speaking of, would you happen to know of a way to extend a specific audio source's audible range? I'd like to make ShipDoorOpening hearable from farther for a mod of mine but haven't been able to find anything for that
v4.7.0
- Added a new mod Integration: BioDiversity!
- This release includes ||Aloe|| & ||Leafboy||
- Added stress/panic sound config
- New Jump/Land sounds
- Separated menu theme and menu configs
- Slightly modified Bracken footsteps
W video
LOL
lmao
Oh hey, LR hit 2 Million
Nice, make me sounds now
Congrats!
LMFAOOO
also woa, biod integration
that's cool
dont go changing the sound names too often now, ya hear?
I won't lol
I don't use LR much cuz I play w people w lower end pcs and loading LR stuff takes a tool on em, but I'm excited to see what you did for Aloe
did you target the integration towards enemies with sound effects you didn't like? or just at random?
Prioritized sound effects I didnt like, will prolly do the rest later
I think theres a mod that significantly reduces LR load
Is there? I did not know that
Sadddddd, well what can you do
I love the new sounds
good implementation :]
I did one of 3
Yeah apparently some specific mod heavily culls on config related loading times, including LR
Are configs truly the reason for our load time?
I kinda figured it was the massive file size
Er well I guess it’s not that big in oggs
Interesting
those foot steps are real good for the aloe!
I think it's a cool take, though there's a few things that are missing from the original sound effects that I wish were still there
A bit hard to listen to them lol
fair enough
it's mostly what they're designed to be that's missing; like the aloe doesnt have a water droplet sound effect when they heal you, which is how they heal you (they drip fluid from their petals onto you to heal ya)
I also really like the leaf boy sound effects, they're just a little too quiet? they're supposed to be loud so it makes sense for them to trigger dogs (which is what their main mechanic is)
but they're real cute :]
also love the aloe's weird voice
I made it on accident and was like "huh, that sounds really good"
i'd definitely just replace the current footsteps with yours though
They can still trigger dogs while not being annoyingly loud to the end user ;)
would a volume config for their sfxs be appreciated? haven't gotten any feedback on leafboys at all :P
add a rustling skittering sound
scream funny though
Also make them not float lol
that's bongo's thing to fix and he'll be busy for a while
and I'm fairly sure they don't
their legs are just super thin
so it looks like they're floating
Outside the shadow makes it look like theyre floating
ye, super thin legs
I'll keep it in mind for the future though, outside ground can be funky
Also I didnt even know this was how it was supposed to work, theres no visual and the sound does NOT line up
we were gonna do a visual but god did we not wanna do VFXs
I guess we could do a particle system eventually
green animated droplet, 2d splat particle spawns infront of the player's vision
you know for a fact people are gonna be weird about that 2nd one
so that's a no
I guess just make it a UI asset?
could be
transparent splat png spawns as a UI asset, gets larger and fades away
I think that'd work fine
Anyone can fix that in 2 seconds, bongos too busy to load up a different pc for unity to work and whatnot
Find someone else
"That's bongos thing to fix" idk man it sounded like you want bongo to fix it lmao
I gave him a heads up a bit ago and told him not to worry about working on Biod until he feels more freed
Of course I do? I just won't bother him to do so 🤷
I'll get someone else
anyway.
probably I could look into making a lil graphic for that
also fair LMAO
it's only shown in the concept art, and only implied in gameplay
how does the sound not line up btw?
bump
the current effect is way too goofy, even for vanilla style
well it is a goopy substance, couldn't find any other sound effect for dripping fluids :P
if you have any place where I can look for some I'd really appreciate that

also @light basin we talking about your sfxs (if you wanna read em)
explosivo...
Well yeah, but point being a bwoop doesnt really do it justice
Can you tell me which part? Haha, I'm in a roleplay session right now, but I'm curious.
With that said as soon as you schlap on an animation ill add waterdroplets to my sound
The professionals massacred me? 😢
Oh then don't worry ❤️
The aloe healing sound. Too basic, (imo) too loud, doesnt get the message across. Good idea, but didn't quite make it
Also the sound for being seen. It's not bad, but a drum doesn't make any sense to me
I forgot what my original original intention was but I found the guideline I wrote for it
(very descriptive I know)
I did add some extra bass with reverb to my version of the sound, just to kind of have a similar vibe
makes sense, yeah
I guess it would make it better if the sound were more diegetic?
my only problem w it currently is that its 90% of what you hear from the aloe
I think adding tone variations would help make it less annoying
Damn...
it was definitely a bit harrowing having to listen to that sound on end during testing sessions
not that the sound itself is annoying, just any sound that plays for a long time can be annoying
but to be fair that was a very unideal environment with a lot of overstimulation going on LMAO
Vaya a rollear usted!!! Que no le estoy diciendo nada malo <3
Me encantan los sonidos que hiciste
Yeah, I'm just worried about the idea that it could have been more perfect, haha.
solo que mi solucion a muchas cosas en los efectos de sonido del mod es "haganle variaciones de tono 😈"
I honestly think that for the Aloe they're perfect
que hace usted hablando español aqui?
Btw, I haven't even been able to test the sounds myself anyway, so it would be hard to know how I can improve it. XDD
Playing on Steam Deck with mods that aren't on the Thunderstore is a bit tricky and I'm not afraid to play Lethal if I'm with my group of friends.
And I'm afraid that the Ogopogo sound I made will scare me, hahahha.
I hate jumpscares, but I made a jumpscare sound
/waiting for their players to respond to the roleplay.
My philosophy: the more often a sound plays, the more variations you should aim to have. 3 is usually the bare minimum I try to aim for.
And if the situation allows for it...
Most sounds are fine
Some can be improved, like anything.
JacuJ is the one who helps me improve sounds for LR, for example, the PowerSounds ones that have been modified a bit by JacuJ
Btw, I take it upon myself to read what you say here, so, I appreciate that you can give me advice so that I can improve the sounds, there are many things that I still don't know and most of it I learned through practice and error.There are some basic sound things I still don't know, haha, so all knowledge is welcome to make the next sounds better.
Posting this here cause it was funny
It might be a slightly overkill approach, but I usually crank things up to realism, pull them back down to fun, then add funky details
dude 💀
it still scares me brother
When I make my own sounds I record 10-20 samples so I can get good variety in the sounds. SInce each one is like 7 kb I just added them all lmao
You already know im boutta cook later
Definitely
Ogopogo gave me too many headaches, but I'm very happy with the results I got, haha.
A bit too light for my tastes, so that shit is gonna feel like the explosion of water it is
oof :,]
Oh did they forget to put the mod compat on the readme?
I did 
LMAO
you're fine dude dw
I forget to change shit in the readme and changelog 9/10
and I've only done 2 changelogs

Yeah I got 3 sounds for far and near for redwood, they play fairly often so 3 is good
yeah 3 is usually what I go with
So here's a question: I'm using LethalResonance with FacilityMeltdown. The LR description says "Lethal Resonance Meltdown is required until further notice", but I've increased the Meltdown timer to three minutes and I have my own three-minute music track that I'd like to play. How should I go about this?
Then you install the same dependencies LR Meltdown has and figure it out from there
Don't know about that time expanding part, but using other sound mods works just fine, so 🤷♂️
are the stress/panic and jump/land audio supposed to work ? cuse they dont
make sure it is enabled on your config cuz it's working for me :]
i tripled checked yea
hmm, let me check
not the only thing weird happening tho
Working internally, not sure what would have gone wrong in the upload
imma make a profile only with LR...
working on my part too
on my modpack
and I use the uploaded version
