#Lethal Resonance
1 messages · Page 42 of 1
pretty sure its man first, then myth
Hey Pixel! it's strange seeing you here
You right lol I said it properly internally while typing it out XD I fixed it
I still watch, just not as much activity these days to respond to🤷🏻♂️
https://thunderstore.io/c/lethal-company/p/LethalResonance/LETHAL_RESONANCE_MELTDOWN/
I like this alarm, but it stopped working :с
#1195094127457603744 message
Pizza tower mod can run wav files just fine, so idk whats going on with it
well it doesn't work in solo
and when there are 2 or more players - every other time, but lately no one has been playing music...
meltdown sounds in particular are finicky
it's not a problem with the .wav format
wait
yea i don't get it, i use wavs for my pizzatowerescapemusic, so it can't be that
did your config get reset? it might not be reading from that json anymore
I seriously struggle to understand how anything could go wrong with just 3 sound files and yet it manages anyways🙂↕️
I'm not sure...
But I removed everything and installed it from scratch to check
It's gonna be dropping whenever SoundAPIV2 comes out from what I understand
so it all depends on Bongo
ty!
Guess who I foundddd lol
https://freesound.org/people/modnara/sounds/459846/
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
oh yeah i've heard that one.
Just gonna clarify, this is just a requirement for a decent chunk of the update to be functional. I'm not actually finished making stuff, nor is it technically necessary 
Ooh
soundapi getting a v2? :0
That's a myth

Hello! I'm very late to the party but is there any chance the multi-threading is what's causing the occasional Unity crash when starting the game? And would disabling it fix that?
yes, and yes
Would disabling multi-threading cause any adverse effects?
Not that I've noticed?
Great, thanks a lot for your answer! :D
np
Longer loading times, around 8 seconds
I'll never recover from that
(Thanks for the clarification!)
Hopefully when SoundAPI updates itll work properly again. I'm also gonna try to include a performance mode in the next update of LR which will cull lots of sound variations to reduce how many sounds need to be loaded, saving on load times and RAM usage
mfw brute force reverse engineering zeekers sound design 
lol
Hello!
I have officially started a new personal project for a modded creature.
During this vacation I will take the time to learn and try to do it.
Most of the sounds are finished, and starting tomorrow I will continue with the next steps.
https://discord.com/channels/1168655651455639582/1316234709226750042
All support is appreciated!
Good luck @molten bolt !!
Thank you very much for your support Pixel, I really appreciate it.
I hope I can do something halfway decent enough to upload.
Any particular reason the sound files in LR Meltdown are way bigger than the ones just sitting in main LR?
The dedicated mod uses wav files, which are uncompressed and bigger
keep calm n' keep cookin'
Imperium mini camera view and some editing
i figured u were using imperium mini cam
im using it too, but this red sphere and extra floating arms show up on players. do you know how to get rid of those?
Red sphere looks like something in the visualisation tab is turned on. Extra pair of arms can't be turned off afaik. I've just been masking it in all these trailers by making them dark or doing far away shots lmao
One option is to launch the game in direct Lan mode. It's a bit more annoying to set up, but allows for a viewport that looks identical to the default player view
thanks for the advice
Two instances of the game I mean
really like ur video edit btw
got a nice camera angle and tells a story in one shot
was that the locker? 🤔
The imperium configs also have a noclip option for flying, which helps get good angles in Lan mode
I think there are mods to disable fps arms
i was wondering if there was, but didn’t know what it’d be called
Compression is a really fascinating thing to me
Its also really fucking frustrating to deal with 
Bruh
had to bump the file size by 100kb just to get rid of that
will memetastic still be updated?
Locker?
Probably not. Its messy internally and I don't really enjoy making it anymore.
With that said if someone else wants to continue updating it I can give perms to do so
I RECOVERED THE ORIGINAL FOOTSTEPS SAVE

FUCK audacity man, should have started with something better
why not Reaper?
I'm still good with Capcut :]
Left my mic running for a whole day since I was gonna be away for a while. Wonder what weird ass sounds I'll find in here...
we're def getting a christmas update /j
spooky noises for christmas my favourite
Christmas update with numerous unfinished features and tons of bugs 
Lethal Company reference?!
This is honestly really fun
https://freesound.org/people/SoundDesignForYou/sounds/697748/
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
do lmk if u ever need an extra playtester hehe
always been a huge fan of this
I mean, you won't be able to test in multiplayer so
It is, but soundapi V2 bricks itself on most modpacks
On an unrelated note
I make it 5% more compressed and the problem resolves itself.
Gotta love it
oh it works on mine
was testing it yesterday on my pack
it works with the current version of LR
Same, though maybe beta LR is explosive rn? the error spam is benign so far it seems and runs much better so *shrug*
You win some you lose some
Live version is more consistent, but my indev build explodes any Modpack where a mod needs to access the scene manager (which is a lot of mods)
ahh
@patent mirage pin no workie
300 years dungeon
Hey, can I have a personal opinion regarding something. I need to know some people's preference of LR shotgun sounds and vanilla's. To me they sound almost identical so it's hard to figure out
Theyre mostly the same yeah
Items in particular are a point of annoyance to me, not much there in terms of making "better" sounds
LOL
couldnt you ctrl f and replace all for this
in like notepad++
yeah thats what im doing
yee
Literally had the perfect map generation but diversity is not fully compatible with imperium I guess 
And I just now remembered imperium can do custom seeds
Which... doesnt work..?
Or no it does, but it isn't generating the same seed. Great.
The one time I need imperium logging I had it disabled. God, what did I do to you to deserve this?
it's so peak........
You aint seen shit yet
Just implemented a bunch of sounds using the new conditions and it's so peak
Bongo the king 
omg
I am so confused on what this is
This is the audio for eyeless dogs when they take out a player
Is this a noise heard by anyone around a dog when a dog is chewing on someone
Or the player that is being trashed around hear this
Its played locally from the dog, so anyone nearby including the dead player will hear it, though in vanilla the sound gets cut off when you enter spectator
They work fine for me
Uhh, dunno about that
Are you using soundapi V1 or V2?
Maybe an issue when pairing with Memetastic?
maybe
I know memetastic basically includes yippeetwo (I reuploaded it as a standalone)
Dweller shouldn't have issues, memetastic doesn't touch the baby's footsteps iirc
You have hoarder disabled in MT right?
nope i didnt touch anything in MT
Try disabling hoarder in config, its probably exploding trying to replace it twice
Sidenote, memetastic has it's own thread, I don't wanna inflate this thread with another lol
is it on this server?
Yeah
Another sidenote;
LR v5.0 has now reached 20 changelog entries, half of them being simplified
I uhh... Turns out many of the features I wanted to make involved making others as well lmao
That and I keep going on random tangents instead of working on what I planned on working on
👀
Sometimes those make for the best updates
cannot wait😁 👀
you mean what the sound's supposed to be or where it appears in the game?
all good, I got it 🙏
'Ello folks, planning on making more ambience sounds for v5.0, but finding interesting samples for it is a bit bothersome.
If you have any interesting sounds - be it musical, natural, or unnatural - please pass them to me! (must be creative commons 0/copyright free, preferably long and minimally processed)
my mouth is musical, natural and unnatural all at once
time to work :]
I have to give at least something to leave my signature
@arctic crown I'll be looking for some ambience specific for the mineshaft dungeon.
Unless there's something else do you need
Nothing specific, though outside ambience is very slim
Just for those who know, in 9 days is the anniversary of the official release of LethalResonance.
And I found out that it's been 9 days since the anniversary of my mod before the merger with this one, AbyssalAudio.
So I take this day as a small anniversary of my old audio mod, the first mod that did a direct rework of LethalCompany's audio, which could be the basis of Pixel's interest to create LethalResonance and its subsequent union with my mod to unify the content that we could both generate, remembering how different it was from what this great project made by several professionals already is.
Thank you all very much for staying with us and using our mods. Very soon you will see the surprises we will have for all of you, and we hope to continue maintaining the quality that this project has wanted to maintain.
:]
Very soon you will see the surprises we will have for all of you
We talking about like...
5.0 here or?
5.0, still no notices about Cama lol
It's still a "Soon" thing, I'm not saying any release date or something
Sadge
Well I am closing off many entries in my todo list so... He doesn't have forever lol
I'll let you know :]
lol, more water drip
Hello Everyone, It is a pleasure to inform you that today is the anniversary of the official launch of LethalResonance.
Today I have focused on seeing all the changes that have been made from that moment until today, and seeing the number of additions that have been added little by little.
Starting as a mod made by one person until having a team of 3 with some collaboration users focused on gradually providing new content, forming a team.
Despite the lack of updates in recent months, we are happy with the result of the mod, being almost a mandatory mod on my part, enjoying the new sounds that have been added periodically.
As you may know, I'm not the main person in charge of bringing the upcoming update, in this case, @arctic crown has been putting all his effort into making these new sounds and showing these wonderful Teasers at certain times, while I've been in charge of giving my opinions and sending some new sounds when JacuJ needs it to at least say that I've participated slightly, haha.
For my part, I'm grateful for the path of this mod, how it started from a CustomSounds plugin to the creation of a new Sound Replacement System thanks to @small pond, who is slowly updating its beta version with bug fixes and some new features.
Thank you very much for being on this great journey with us, and we hope that you will continue to accompany us until the end.
It's kinda funny to know how the 1st version of the mod weighed 333mb with only 250 sounds
while the current version, with 1020 sounds, weighs only 71 mb
That is the miracle of changing the sound format from ".wav" to ".ogg"
indeed
Something I've been thinking about is redoing the icon of the mod, since rn it's a bit... messy? if you will?
The one who had the talent to improve the icon was Pixel.
Let me see what can be done
Please run whatever new icon that’s created past me, that said, I’m definitely open to it. Improvement is improvement
I was thinking, we could host a small competition - which isn't the right word - to see what artists/designers in here can come up with
What a great idea!
that'd be good
I still have the OG one :]
I'll at least put it here, maybe get it to top messages, but I wonder how well it would go if I dropped it into the other LC server or even reddit
people can star it and get it to starboard, that'll help get some traction probably
1 YEAR ANNIVERSARY YIPPEE
I know it's 3 days late shush
Extra info for icon contest
- Must include "Lethal Resonance" (Optionally "Sound Overhaul" or "Soundpack" etc.)
- Try to make image clear and legible without sacrificing quality, remember how small it will be
- Although only one will be chosen, there are no losers here, so feel free to share progress/ask for feedback/collaborate
Otherwise make it however you feel Lethal Resonance should look like!
Wait custom sounds for The Locker?
👀
/pin #1197391708816679002 message
Hmm yeah I don’t think that worked
To?
Can you show me the command?
/pin pin #1197391708816679002 message
🤔
nice
Nice
just gonna nuke allat so no clutter lol
Cooked with the video btw
mind deleting these too? thx
Hey Jacuj, on send it on #mod-showcase :]
Actually, that might mean it gets onto top messages twice lol
uhh, nobody star the one in here
You should post that on YouTube and link it in the description for the “wanna hear what it sounds like” part
But whyyyy
Too much work to re-edit, can't be kept up to date, and its a VERY small sample tbf
How long will it be going for?
For a length of time between now and the heat death of the universe
||Until there are a decent amount of entries, I guess||
I remember my first time trying lethal resonance
iirc it spooked me so much I only played for a couple minutes before turning it off
lmaoo
I might try to throw something together
THIS IS SO SICK JACU
god you're amazing at trailers
Its always "you're so good at music" and never "you're so good at driving the cruiser"...
... actually that tracks nvm
disable multithreading on the LoaforcSoundAPI config
it is really cool
also, it's posted in reddit for the contest :]
hell yeah!
need... 2.0.. beta..
when is 2.0 :(
Soundapi 2.0? its technically already out
no resonance
new resonance update
Soon
i meant resonance for 2.0
but ye resonance 5.0
Well, multiple features are still misssing functionality on soundapi's side
That Reddit link could be linked in the next description when the update happens. I like it a lot because it shows the vibe and for a mod most people don’t have the attention span for an hour long video that we currently have linked
is the resonance mod for facility meltdown not working? ingame the default music and the resonance music play at the same time and i'm not sure how to disable the default music
Yeah the configs get messed up for some people. Try changing the options in pizzatowermusic
heyy, I was going thu some options and I saw this
whats the difference?
different sound types
Scanner_Pixel
Scanner_Moroxide
when scanner_@arctic crown?
@molten bolt What does player mean in the configs
what about the player is it replacing
Can you send a screenshot?
4th to the bottom
Sorry for the delay
Those are all the player related sounds
Like jumping, body push, etc.
oh yeah is this setting still ram heavy? I assume not cuz it's enabled by default now
This fixes the issue but causes this mod to break https://thunderstore.io/c/lethal-company/p/Lunxara/BetterMenuSong/
@arctic crown you know better for the steps :']
Hmm, I've not tested this mod
Maybe it's an issue from Lunxara
Me when I apply reverb to fire alarm beep
And yes, footsteps are pretty ram heavy. If bongo can make sound loading behave slightly differently as I asked some time ago, I can properly implement performance mode to help with that
oh coolio
so if I want to be as performant as possible I should disable em?
If ram usage is an issue yes, otherwise it doesn't really matter
coolio :3
will resonances future update use soundapiv2?
SoundAPI will be updated very soon using the new features that are in the beta.
Or so we believe anyway 
What’s in soundapiv2
SoundAPIv2 is the next update of LoaforcSoundAPI, with a lot of fixes and improvements. There's a beta version published for testing, but there are still some things left
.
Oh ok
Update on V5.0
No it's not cancelled
We know many of you have been asking about progress on 5.0, so we wanted to give some extra context on what's going on with it.
Putting things simply, there are three main reasons for why this update has taken so long;
Time and Motivation
Working on this mod has definitely been fun and I've learnt a lot about audio design in the process!
Though needless to say not all my time is spent on development. Be it due to other interests, side projects, real life, or just the fact I don't make any profit off this.
Working on LR is also creatively draining, so I tend to take breaks in between periods of work to avoid total burnout. In terms of when I work, it's usually whenever I feel like I have enough motivation/get a burst of interest.
As a result I sometimes only manage to make a few simple features in a whole week. On the contrary I sometimes spend multiple entire days making tons of progress, like Locker compatibility, which was almost entirely made in just 2 days.
That's all besides the fact this has - ironically - effectively turned into a solo project (Not throwing shade here, just means things take longer)
SoundAPI V2
The next update to SoundAPI has brought with it various new functions I can make heavy use of in LR. Unfortunately, as it's still in beta, not everything works yet.
The good news is these functions will allow me to implement tons of content that I previously couldn't. The bad news is this means extra work and time taken. And due to V2 being unfinished, some of my work isn't fully functional either. I would prefer to delay 5.0 until V2 is out of beta, but this is not set in stone. More on this below.
Quality and Scope
As time has gone on I have gotten better at creating sounds and my own standards of quality have risen. This has resulted in two things:
- Creation takes longer overall, as more work is involved
- I've been spending time improving or redoing a bunch of older features.
At the same time many changes have resulted in... I guess scope creep? Essentially, as I'm working on one feature I would feel as if another similar feature could use improvements, and while working on that I would feel yet another similar feature could use improvements. I'm fortunately reaching the end of that cycle, but it still ended up happening.
What's next?
In essence, the release date is not in our hands. Since we don't want to rush Bongo in finishing SoundAPI V2, I've just opted to continue creating more content in the meantime.
Ideally we'd like everything to be released at once, but this would mean having to wait until V2 is released, which may take some time.
Optionally we could remove the things that aren't working at the moment and release the update with only the things that do work, but that will affect a good amount of the work done so far, likely resulting in an unfinished feeling in some areas.
Though more importantly, we wanted to hear from you, which would y'all rather?
Option
:
Wait until SoundAPI is updated, then release everything in one giant update
Option
:
Pull a Mojang Split the update into two parts, one in the very near future and another later on with extra additions
If you have a better idea, please let us know
Would happily take the mojang route, I'll take bite sized updates anyday! All your work is fabulous, and I would happily wait as long as needed for the rest of it to be ready :]
What features are in the new sound api update that you are going to use in the new version?
Apparatus state, facility power state, time of day, ship landed state, active audio reverb trigger, insanity level, is alone, LLL moon type tags, possibly more to come
One of the biggest issues is check every frame still not working
Do you know when sound API will be updated, just a ETA how many months/weeks.
Do they have a thread?
I'd rather the first option, jus' take your time n stuff :3
would be nice to have the options in the config to turn off the sound change for certain sounds. i like the soundpack but some sounds are just a lil too annoying/intense/loud
There is one?
oh sry my config was bugged
i reloaded everything
now its here. sry
My game has like a 50% crash chance when I enable lethal resonance, and the logoutput is of no use since it crashes during loading so there are no entries about it. Any idea how to debug this?
oh actually I think I did kind of find the culprit, disabling Diversity seems to fix it
guessing it has to be the menu music then that's conflicting or something
Disable multithreading in soundapi
Gotta love leaving crash options in mods as default
Fix ur broken mod
already have :3
Oh so the default configs in soundapiv1 don't crash the game half the time? Nice
Already doing better than biodiversity, though I wonder how many months late you both are
but what if i did enable it tho
computer explodes
It would do pretty much nothing lol, I made the feature without fully understanding how Configs work 
has a thumbnail for v5.0 been chosen yet
oof
ok I'll have to consult my gd friend for fonts and refining the layout b ut I've got a solid idea and concept sletch
hear me out
everything comic sans
jacu would throw rocks at me
where can I send mine in btw
Just here works
to the devs what are your favorite new sounds coming in the unreleased resonance version
I have one that has been my favorite since I heard it, too bad I can't show it. :,]
Well now I want to know too
I'm not at home
is this mod compatible with this current version?
wat?
does it work since it has been 3 months since last update
yes, it still works
I’ll send the modpack in a bit
I’m still not home and able to send it but I remember one sound improvement mod I’ve got
It’s supposed to add unused monster sounds and stuff, and the mod icon is a nutcracker marching I believe
I believe you’re talking about enemy sound fixes which is a dependency of LR so they should always be used together. Am I understanding this message correctly?
Yup that’s it
So I guess it’s not that
I’ve also got custom nutcracker music and a facility meltdown sound replacement
I’ll send the pack when im home, which will be like an hour
Is the new icon design contest still up? wanna see if i could do something about it but don't kno if it's too late now .3.
Yup, it's still up
neat, i'll see what I can come up with =v=
Try uninstalling both LCSoundTool, CustomSounds and its dependencies
most prob the old API of the sound replacer
Hello!
Do you want an Addon that adds more sounds into the LethalRessonance mod?
Try using @tidal dome's PowerSounds!
https://thunderstore.io/c/lethal-company/p/PowerFull/PowerSounds/
(let me know if it's working correctly)
It basically this addon add only new explosion sounds XD
Also, are the facility meltdown tracks?
Hey man, more is more
I added this tracks for meltdown for the future when loaforcSoundAPI compatibility with meltdown is fixed, but it's basically a merged meltdown sound from LR + RE2 OST Collapse.
What sounds did you remove in your 2.0 update?
Well, out of the basic lightning strike sounds because they didn't fit or edit, a couple more sounds for player, giant and menu.
I see great mod btw i like the subtle changes
I want to remade sounds for giant, lightning strike, jester stomp and item drop sounds and more
If you want to do item sounds, go right on ahead and please send them to me because I do NOT want to go make all those lmao
small unrelated thing
A friend of mine is making a cosmetic of my pfp's face :]
I gave him the 3d model
thats pretty cool
Does the new dropship music only work if you have loadstone installed?
cause I can't get it to work
No Loadstone only need to wait until the ship lands on the moon
And the sound may not be work because there is another one of mods edits the sound of the drop ship.
oh does resonance mess with it?
No these changes are compatible with it
Maybe you have something similar installed BoomboxBSide Which also changes the music of drop ship
Nope in my mod pack the only things i had installed that changed audio is resonance and powersounds at least to my knowledge
i do get this error form loafarcsoundapi so maybe that might be the root to the issue but i have no idea what could be causin it
I'm reinstalling everything to see if maybe it'll fix it
This error?
If yes then moroxide fix it with I just haven't update the mod yet.
And now the problem with the sounds of landmine explosions is that they don’t work.
I'll also check at what else is going on with the drop ship music with everything works fine for my game
Can you give me this modpack code from your profile I want to make sure that this is not a mistake on my part
Apologies if this is a dumb question, but is there any way I can make this mod use less ram? It's taking around 1gb right now
do you have footsteps enabled?
Everything is as default
go to config and disable footsteps
0194d7b6-a7f1-efa3-84ab-b60dd4c701e2
this was the modpack i was using and that error pops up
I got it to work I just kinda started fresh again redownloading everyting
Honestly😭
Hmmm I check your modpack to see if everything works fine and on me dropship music works, and other sounds. Maybe it's a bug on your side and not in the modpack itself? Try check the integrity of the game files or reinstall game.
what would be the opposite of lethal resonance
healthy silence
harmless dissonance
okay then what would the sounds be for a lethal resonance opposite?
if resonance's sounds were made to be cooler then the opposite would be lamer sounds (somehow)
remove all horror sounds and replace them with happy tree friends sfx
i mean some of happy tree friends' sfx could probably still fit knowing the show's content but it's been a while since i've seen anything from there
yo
How come I can't hear my facility meltdown custom song
Does LR interfere w/ that type of stuff
it shouldn't
the only theme I've been able to hear is the doom one
and it was faint
doom?
with any others I can't hear jack
I didn't know LR had their own facility meltdown theme
I just thought it was interfering with the normal facility meltdown mod
ty
there is, but it's a separated mod (atm)
?
yup
is there a way to add my own custom music or nah
If you're going to add your music, why do you want our mod?
Use the dependency directly
I thought this was like a way of implementing your own music into it so it works with LR
I guess I just broke something b/c I can barely hear all the individual music mods I add to facility meltdown
nvm
got it working
wait is the resonance update just not done or is it cause it depends on the second version of the sound api?
yup
omg every time i see your profile i look at it from left to right instead of right to left so since its tiny I see it as not a bird but as a skater boi 😭
Moroxide
Yup
I remember you saying LCsoundtool and custom sounds were messing with lethal resonance
Most prob
Is it possible I can use this
Without it breaking LR somehow
you can port it to soundapi
How can I do that?
I'm not experienced with modding at all
there's a guide on the github wiki here https://github.com/LoafOrc/loaforcsSoundAPI/wiki/Making-a-simple-Sound‐Pack
the github wiki also has a master audio list so you can make sure you're assigning it to the right thing
i think that CustomSounds audio files have to match the name of the audio's address so the files themselves will hint at what you need to assign them to
okay ill try it out
how to view the files of this mod? i wanna listen to the sounds without bg noise
nvm
figured it out myself
@lavish pecan do you know you can disable the doorflip on EnemySoundSystem?
https://thunderstore.io/c/lethal-company/p/Lunxara/LRDoorUnflip/ @molten bolt Just pushed a small patch that will unflip the door sounds if people wanna use the Door Fixes in EnemySoundFixes especially since EnemySoundFixes fixes a lot more than just the flipped door audio
I did yeah
But I wanted all the fixes it has
hmm
Jacu plans to add proper support when you guys drop the next update
Why not just ask, I can just launch a quick hotfix?
I just think that would have been better 😅
Fair, I just understood it as you guys didn't wanna push any updates til the big update

we'll not push any BIG update til the update, but I can do things like this

I wish I would have known that when I told Jacu I was working on the patch for it
lol
I just unflipped the breaker box and door sounds in the json
XD
@arctic crown just to make sure, It's only this or do you wanna do another quick push?
I think he wants to also include the fix for the Adamance doors
that's why I'm asking :]
Yeah you can make a patch for that, just let me know how you changed it internally and i'll merge it into my build
My jsons are pretty different by now, easier to just merge what moroxide does
This should do it right?
yeah, wanna make sure everything is good for your build
give me the json and I'll do the push :]
I did this to be sure
Okay I'll do that
having extra matcher doesn't impact performance, so I opt for redundancy whenever possible lol
Should do it
Yup
test it to be sure
@molten bolt
this lunx :]
EnemySoundFixes is already a dependency too so that's good
I'll test it rq
It works
gotcha
Actually, implement it however you want lol, I've made so many changes internally that I might as well make my own config setup
ok, updating with the fixes :]
Woulda been so damn funny if it was april
well, I know what to do if SoundAPI is not updated on april :]
Dont actually take the 5.0 tag though lmao, I want that to actually be for 5.0, not 5.0.1
I know I know, I meant for the april fools thing
any time
lol, I've gonna think 1st what to do on april 1st lol
anytime soon
Lmao dang XD
yeah sure...
I'm SUPPOSED to have good wifi :,]
thats thunderstore for you, reload the page and try again
no :,]
Much closer this time though
uhh, pass me the file
Can't you just download 4.7.5, replace the facility json with the one I sent. Update the changelog and manifest to 4.7.6 to match the changelog Moroxide provided and push it?
ufhhh 6 am
Fair enough
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Okay I'll send Jacu a zip to upload that should work Moroxide
I'll fcking check what is going on on my wifi
cuz this doesn't have any sense
it's only 70 mb
Uploading memetastic also took ages, so I think its just TS
@arctic crown
This should work
🙏
I even did a touch up to the changelog compared to Moroxide's to add that Adamance's doors are now fixed lol
Should just need to drag and drop it
Outside of the potential of TS being odd
Hope it uploads without issues
homeboy took 10 seconds to upload lmao
Yippee, idk why Moroxide was struggling but when I saw the invalid zip error I figured it might be easier to just repackage the update XD
Do you guys wanted?
Here is the UPDATE!
v4.7.6
- Small hotfix on the metal doors for compatibility with the latest update with EnemySoundFixes
- And a fix to the door on Adamance
is this the big update with all the new things?
no, not yet
This is just a fix
Someone actually fell for it..? 
My friend, you will KNOW when it's time for the big update
Though with that said, there have been... Delays... Recently
https://cdn.discordapp.com/attachments/1105449324655165520/1338469731123990619/elon.mp4?ex=67b12153&is=67afcfd3&hm=672a9f742fd3bcf490284d84285beebb5fae217eb70884fc081c57bd888e540a&
is it bad how i could possibly name every mod in this picture...
or video i mean
https://thunderstore.io/c/lethal-company/p/loaforc/loaforcsSoundAPI/ @arctic crown So uh LR Update time?
LOL
@molten bolt
Just gonna post this notice in here for now - If you use LethalResonance after Updating SoundAPI to v2.0.0 you will also wanna add SoundAPI Lethal Company so everything works properly https://thunderstore.io/c/lethal-company/p/loaforc/loaforcsSoundAPI_LethalCompany/
This is for everyone to see that might pop in here and wanna report issues, LR will still work fine the bindings are just now included in a seperate package
this update is huge...
I feel like noone knew SoundAPI v2 was also gonna drop tonight though, it does mean LR v5.0.0 should hopefully come soon now though
Soon, not now
Ye that's why I emphasized on soon
Did you wanna push a dependency update?
@molten bolt this should do it
That's a 4.7.7 bump with the dependency changes needed
I put this in the changelog:
- Updated SoundAPI to v2.0.0
- Added SoundAPI LethalCompany as a dependency
I'm not at my pc lol
rip
It's 2:00 am
Fair
I'm just awake waiting for ms.Sign to show up
i never see anything about soundapis development tbh
there isnt even a changelog lol
on thunderstore
but i guess i dont see much of soundapi since its in #1175883003474485369 and not mod releases
and i definitely dont check dev as much as mod releases
well yeah there literally was no activity in soundapi thread before it dropped
then have the pc come to you
It's been working fine for me
lol
Try clearing your unused cache
Ah I see
Looks like what Ambience Inside relies on got changed, I'll see if I can also hotfix that for when they update dependencies
Weird it should work
yea just ambiance_inside
I think it's a bug on Bongo's part
ik meltdown is busted rn
@small pond any reason why dungeon_name is failing?
It's under the supported list of conditions
i also noticed my call for Ship3dSFX:ShipAmbianceOutside still didn't pull my custom sound
The Ship Sounds are just buggy
For now I would downgrade the bindings to the previous version
that's wrong lol it got changed to dungeon:name
Oh you should probably update the readme
XD
It still shows it was the same
That would do it though
bleh it doesn't really matter
this is the only list that really matters (in a generated sound report)
@molten bolt @arctic crown When one of you get the chance to push the update
This one has the fix for the Ambience_Inside json
Good job btw, I was impressed with how much smoother the Stable V2 release runs compared to the Beta, and the Beta was already so optimized compared to V1 lol
I didn't fix the Meltdown json btw since iirc it needs changes other than just updating the condition that are in the pending v5 release
Masa's so cooked, for a moment Masa thought the title said Lethal Romance
LC dating sim
Gotcha
Eh, no, doesn't mean 5.0 release, V2 still has bugs which are holding back many features and I've got quite a bit of work left to do anyhow
I'm just gonna post the new hotfix that lunx gave me
Cool cool
Though I figure knowing bongo is gonna work on fixing those bugs soon should motivate me to get back to work
Lets hope my friend...
I'll try soon on finishing my attempts of my rework
hmm
Time to check the manifest
still uploading :]
One of my features got zeeker'd as well, so I might have to learn how to do custom modding as well. If a coder happens to see this I would appreciate some help!
What is your feature lol
Ship sound
From the looks of things zeekers hardcoded a playback time to one of them
I also wanna change the values of some audio sources in general so...
Hmm there's a lot of ship sounds, I guess it depends what you're trying to do and what sound it is
Not the functionality but just values like attenuation
Ah, ic, if u tell me what sound it is I can look into it
Do you want me to send that sound to Xu?
I'll do it in a sec
anytime soon :,]
IS THIS THE BIG UPDATE?
no
v4.7.7
- Updated SoundAPI to v2.0.0
- Added SoundAPI LethalCompany as a dependency
- Fixed Errors with Inside Ambience
Why did I read that as "Added LethalCompany as a dependency" LMAO
About time tbh
I'm assuming meltdown integration still doesn't work right?
im going to cry
^
what even are these Features btw
this seems to have been the case for a while
would it be a huge difference to say, hold back the unfinished features for a 5.0.1 or something
or is it like a majority of the content or something
Well, weather has been sitting unfinished since I made that initial teaser because check every frame doesn't work
we already talked about that a while ago
o i see
that is pretty important
fair enough
was just curious
will v5 be more optimized than current?
I could neuter it and just make a simple implementation, but the detail level drop would be nuts
If I understood correctly bongo made disabled sound culling work differently, which should allow me to make performance mode finally work
nice
so is the weather the only wip feature?
no
Nah, still got like 15 entries in my todo list lol. Most of the design work is done though, so it's down to a few simpler features, polish, and mixing/mastering
Weather is the biggest WIP rn though. Design work is mostly done, but I plan on making alternative mixes that change dynamically depending on what's happening
Btw up to you if you wanna do a fix for the Meltdown json, I left it alone since I was pretty certain I remembered you saying it needed changes other than just fixing the conditions
uhh, I think thats somewhere in my todo list
Yeah I had someone report the errors to me about the json failing and I told them to ignore it lol
New error witht he latest update
meltdown.json is just like that for now
ignore it
yes you just can't replace it
That's fine
it needs some additional work from either meltdown itself or soundapi
real bracken hours
should i be concerned about this error at all?
no
meltdown.json is known broken but it shouldn't affect anything else
so does the meltdown addon still work or should I remove it?
if you mean LR's meltdown sounds, they don't work. if you mean facilitymeltdown itself, it does still work, and it uses the default sounds
okay ty!
Hi!
I'm not sure if this is the right channel to post this in (sorry if it's not!!), but it seems like either Lethal Resonance or one of its dependencies is making my game crash when quitting from the main menu: the game hangs and the Unity crash window pops up. This happens almost every time I click to quit
I have a mod profile with everything disabled except for Lethal Resonance and its dependencies (all up-to-date), but it's still crashing the majority of the time I try to exit
Is there any log I should provide here? I'm rather new to modding the game, so I'm not sure what I would need to share. Thank you 
The live version of LR is somewhat outdated, but this seems unrelated
Delete your soundapi config and launch the game again, then turn on the logging settings in the new config and load the game again. After that grab the LogOutput.log file in the modpack folder and pass it to #1208370988715221052
Okay, thank you so much!! Should I enable everything in the Internal Debugging section of the config?
Everything will give bongo all the info available, so yeah
Another day, Another random idea
👀
what planet is this
its very important i know
cause I feel like its Dine
but it could be Rend
idk
just late night march
revert soundapi version for now
yeah
ah is that the issue?
i've had the same issue and it gives this, good thing i came here to check what the issue was lol
yeah had to go back to 2.0.2
yea
I was gonna ask you guys to see if there is a why to report that issue to the creator of the api
you can go in the soundapi thread https://discord.com/channels/1168655651455639582/1208370988715221052
but there's an update pushed to TS right now that hopefully fixes it
@molten bolt @arctic crown Here's a 4.7.8 Update to fix the parsing errors with the Meltdown Json and Update SoundAPI to 2.0.4, no idea if it will actually fix LR Meltdown someone should test that but it will get rid of the errors at least 
If someone wants to test if Meltdown works here's the json
@paper trout Maybe you might feel up for testing it
yea i'll try it
After testing and getting sure about the fix, ask Jacuj, I'm not on my pc
WIll do
👍
i have it enabled checking on experimentation rn
audio replacements don't work still
but at least parsing is fixed
Yeah not surprised the audio isn't working, since update every frame is still broken
Oh well
no its just because you're matching the wrong thing. meltdown has mappings for this now
Well I just hotfixed the errors for the json lol
As far as I'm aware Jacu has proper support done for the upcoming v5 release
I'll see if I can't easily correct the json though
Oh I see
It's literally just replacing this: "MeltdownHandler:meltdownMusic" with this "#FacilityMeltdown:music"
Well if I get this working it should be enough to warrant a 4.8.0 bump
c;
I'll enable debug logging to figure out what I need to replace the warnings with
@small pond Should work yeah?
I will double check though
Actually the Mapping example on the github prolly would work too, but that's the replacers SoundAPI specifically was looking for
Time to test this
It works
@paper trout Meltdown fix coming with next LR update
c;
@upbeat hound Maybe you can give me permission sometime to push updates
Lol
Anyways here it is, LR 4.8.0 @molten bolt @arctic crown With LR Meltdown fixed and working!!! 🔥
Appreciate
Yw ^^
i'll test in a bit
@arctic crown the updated json btw incase you never got around to merging it into the v5 build yet
doing helldivers rn
I already tested it
I manually imported it and grabbed an Appy on Experimentation
Lol
it worked
flawlessly
ok whyd u ping me
ok
Where can I find the mappings btw? Do they get listed in generated reports?
There's an example for it on the github
Well yeah, but thats not a very good way of finding them lol
True
I just found what it called for with SoundAPI debug logging and updated the Meltdown json
Btw
Push that new build it fixes it
c;
I tested it
It fully works
The sound or the mapping?
the sounds, I set it up to use what SoundAPI logged when trying to find the replacers
this is the new json included
Ill just figure out what the mapping is and modify it to that
Ye
I tried to figure it out lol
https://github.com/loaforcsSoundAPI/loaforcsSoundAPI.Examples/blob/main/CustomMeltdownMusic/replacers/meltdown.json Anyways the example
it might just be #FacilityMeltown: the sound
I can modify the json for you to test
one sec
yeah yeah but ill just wait for bongo to respond, I want to have a consistent method instead of guesswork 
not yet
Cans have the full list of meltdown mappings?
it was pretty much for testing lmao (hence why it doesn't include the geiger counter)
So like this?
needs a # at the start
Are the brackets meant to be there?
meh doesn't matter soundapi will add them there anyway
At least I can tell whats a mapping lmao
no the hashtag needs to be in the quotes
Interesting, check every frame works here...
Im actually gonna do a few other tweaks while im at it here
Sounds good
I think it's just the ship sounds that are weird tbh
cus the ship sounds are also way quieter than they should be
Not for long
Aaaand I nuked my fucking v5 changelog. poggers
Hooray for notepad++ asking to automatically reload a file
just tried meltdown json with fixed mappings
it worked, and was the first time i actually heard the LR meltdown audio
dunno when it stopped working but i've been using this mod for the better half of 8 months sooo
Yeah, 4 months of v5 dev time and then some
I was so happy to see it finally work myself
I made the explosion work as well just now
wrong, meltdown updated and soundapi v1 just couldn't track it
Ohhh it was just so long that I didn't remember
lol
I thought it was a SoundAPI update that broke it

Readme update time ig lol
It seems that after I update this mod, every time I turn off the game, there will be a unity popup error.
Bug with soundapi, bear with it for now
yeesh, I didn't realize it was broken that long
Happy 3 million download guys :]
The LR emblem menu theme seems to lag out a lil bit, which is odd,
OH SHIT I DIDN'T SEE THE MILESTONE
CONGRATS Y'ALL!!
I explained it in the mod description
I'm hoping that I'm correct, but I believe that I've narrowed down a crashing issue to LethalResonance. The game doesn't crash on launch, nor during gameplay. It only crashes when exiting the game from the title screen. I should note that it doesn't crash when LC is closed for the first time, but it will crash on close for subsequent sessions. I can play for hours and exit, or simply launch the game and immediately exit; still crashes on close. I went through my entire pack toggling stuff off/on and LethalResonance seems to be the culprit.
So I crafted a new pack with only the latest version of LethalResonance & its 5 dependencies and the crashing on exit still persists. In this isolated pack, if I disable LR only while leaving the dependencies enabled, the crashing disappears. Enable LR, the crashing returns.
I am including the log files from both my modpack and the isolated pack that only contains LR and its dependencies. I am also including the eventviewer crash info for the isolated LR only pack incase there is anything of note to be gained from it.
It's an issue with soundapi and will be fixed eventually
Disabling the menu sounds might help
Since it could be trying to play said menu sound when you hit Quit so it makes it more likely to crash
Try disabling these 2 things in the LR config
til SoundAPI updates
Shot in the dark fix, but maybe
Giving it a shot right now. Stand by
It would make sense, cus I crashed once when going back to the main menu
Pretty sure it would crash on load if that was the case, its more likely something going wrong internally when deloading the game rather than strictly the main menu
Yeah probably
I will say I experienced the crashes with just YippeeTwo present but they were extremely rare, with LR present it does happen way more
So it exposes some underlying issue for sure
Makes sense, LR changes way more things so the chance of a deload related crash occuring is higher

My biggest guess if it's not menu related stuff might be the footstep sounds cus they're the most ram heavy
it just seems a bit inconsistent
I know LR adds an extra 2gb of ram usage and I think that's probably mostly the footsteps
Who knows, we'll just have to wait a week or two for bongo to have time again
tbh it depends on whether the ram consumption is caused by amount or length of sounds loaded
Yeah there's probably a multitube of factors that can go into that
If its amount, interior ambience and footsteps are the heaviest, otherwise it'd be music and outside ambience
Gave it a whirl in the isolated pack & disabling the two of those unfortunately did not resolve the issue.
Yeah I didn't think it would
Come to think of it I haven't even checked ram consumption on v5... Hold on lol
My pack without LR or SoundAPI thanks to LLL Hot Loading uses about 2.2gb of ram nowadays, with LR it ups to about 4.2
I do have a followup question based on this. Are you referring to "LoaforcsSoundAPI" or "loaforcsSoundAPI_LethalCompany"
B/c the latter recently became a LR dependency right?
loaforcsSoundAPI_LethalCompany is an addon, technically, so the former
What's funny is the crashes became more frequent after we fixed all the parsing errors and got Meltdown fixed which is super strange lol
The crashing on exit really isn't an issue per say, just an annoyance as it doesn't seem to affect or corrupt saves or anything. If I wanted to get rid of it, I could just rollback LR & Sound API to prior version (and potentially toss out the addon if I go back far enough).
Probably check every frame since the meltdown compat makes use of it
Maybe, I wonder if the crashes stop if FacilityMeltdown is present then
I think 2.0.2 had no crashes right?
2.0.2 crashed but way less
I was just curious on what was going on. So the culprit isn't LR, it just seemed that way b/c when LR was disabled, SoundAPI didn't have a chance to cause the crash. But it is 100% SoundAPI's fault right?
Yeah it's been a thing since the V2 Beta
LR is purely content, soundapi is the actual implementation
Makes sense
You could try rolling SoundAPI back to 2.0.2 and see if it becomes less frequent, the only issue with 2.0.2 was it would cause high cpu usage if it had no sound mods to load
But at this point I would say don't worry about it if it's not hurting anything
imo if its only on closing the game thats fine
I agree
it wasn't going to stay running anyway
If I did this, I wouldn't have to roll LR in tandem with it right?
Nah
2.0.1 onward has feature parity
Well, if it becomes enough of an annoyace or starts causing crashes elsewhere, I'll take that rollback to 2.0.2. For now, I'll just keep rolling, but I appreciate the clarification & info. By chance, is loaforc aware of this, or should I report it to them?
Well running a test I quit without a crash after disabling the footsteps
now repro lol
2 quits without the crash reporter popping up
Just throwing it out there. 2.0.1 had crashes, 2.0.2 looked promising but starting crashing on close after the 3rd session. And 2.0.3 was just busted lol. I'll just keep chugging along on 2.0.4 and deal with it lol.
It is what it is. At least the crash isn't on launch or mid game.
Was this in reply to me asking if I should report it?
Cool. Thank you very much for the help.
I've done several boots and closes without the crash reporter with footsteps turned off so my guess is those are what take the longest to deload
My recommendation is turn those off if you want the game to not crash
Does it crashing when you close the game like mess with anything?
Nah, it's just annoying more than anything else
I'm not super sure why im seeing this when I have the meltdown stuff disabled in LR config
why is it trying to look for files for meltdown? lol idk
doesnt matter i dont think but didnt know if this is a bug
It's cus Meltdown isn't setup properly as a soft dependency and Jacu and I dunno how to set it up, it doesn't break anything it just will error if Meltdown is missing
interesting ok
i have a rolled back verson of meltdown cuz it works fine and had issues last time i updated it and ended up having to roll it back
Newest Meltdown worked fine in my testing
🤷♀️
I'm more worried about SoundAPI updating so people in my group will stop getting random crashes when it's present
CTD?
Yep, if it's present I'll have cases where people's games randomly crash if it's not present people are fine
hey i was was wondering if were gonna get another update sneak peak any time soon... :3
Technically there are tons already posted. Just gotta look around ;)
If I disable an audio's from LR, will they still be loaded?
And if they aren't, does that mean less ram usage?
it doesn't get loaded, which means less ram
how much ram does lethal resonance take? (without and with footsteps)
By default, with the dependencies and recommended mods also installed (Emblem excluded) the V5.0 build takes about 1.5-2 gigs for me. Live release should be slightly lower
Live release uses roughly the same when footsteps are enabled iirc
I mean, some people get like 4 gigs of usage at random so... idunno anymore lol
add some config, because some people like me only want some specific sounds, i love all the other sounds but i want the vanilla old bird sounds
…
wat
First configurable sound overhaul with a config and peeps still ask for a config
(There already is one lol)
whats the name
loaforc.soundapi.lethalresonance, or something like that
It really should be formatted more clearly @small pond , why does it even have the soundapi stuff at the front
can i do it through lethalconfig
No, as it isn't a runtime config
it's because of the way gale handles it, I do have a work around I'm able to do, but the main sound api config is still wrong lol
Formatting is fun
On an unrelated note, would you mind if I rewrote the soundapi wiki to have an easier to follow guide that is up to date?
sure lol
u fixed that?
I haven't even played the game in a year, but I did not, no
u fixed that?
bro please I'm trying to fix my modpack for the past 5 days and tweaking a config on 20 mods to make it more vanilla friendly for others 😭
don't bully me
Loaforc’s sound api is for REPO now??
it's probably made for unity which both LC and REPO use
This ^^
that's why the lethal company stuff is in a different mod now :3
Resonance Repo?🤔
:,]
(I don't like Repo)
I mean, it's a good game, but it is not for me
let me take a look
Can there also be an option to disable LR's collect sfx?
It's high-pitched to the point it hurts my ears each time I hear it, plus I just prefer vanilla's collect sfx in general anyway
it's in ship sounds in the config
Ship?
yes
I like the rest of the ship's LR sfx though, hence why I was asking
determinstic
not sure if this issue is with just me but the shipengineoutside ambient doesnt work
It's a soundapi thing
I'll add one for 5.0
W
Does anyone have any idea on how to fix this, or what this means?
I assume its related to resonance and loa since theyre like the only sound mods I have
Oh, true
Thank you
Question, did
ShipThrusterAmbience cannot be heard when landing or leaving.
ever get resolved?
Asking because i can't tell if I'm doing something wrong with my own mod or if its even related to that; because the original ThrusterAmbientAudio:ShipThrusterAmbiance matcher from the master audio list and the seemingly updated Flame:ThrusterCloseAudio:ShipThrusterClose matcher which i copied from LR aren't replacing the sound in-game.
So i searched here and saw it mentioned in that bug list, and i got no idea if thats related or not if it that was resolved.
Yeah bongo knows about the ship sounds being broken. Iirc it was something about the ship object persisting through scene changes
Yeah me too man
oh, that was old :,]
Old but still relevant then?
Current Bugs
- ShipEngineOutside is only heard when you enter a save before using Level to start the game, after that it is no longer heard until you exit the game. (Most prov Fixed, I haven't seen it happen recently)
- ShipThrusterAmbience cannot be heard when landing or leaving.
- The Apparatus can be heard Vanilla when she is in the machine inside the Facility, but you can hear it with the sound changed inside the ship. (Fixed with the ApparatusFix mod made by Mrov)
- Players sometimes can't hear each other when they talk. (Probably fixed with an LC update or another mod, I haven't seen it happen recently)
Remember that this is a completely new API, and we are the first mod that has the privilege of using it.
It was quite possible to find new bugs, so we ask for your patience while they are being fixed.
Yeah it really is just the thrusterambience that seems busted still
I was gonna say "oh wait the fly to planet is busted too" but thats actually a skill issue and i forgot to save the file before exporting, let me fix that on my end lol
yup.
But it's actually good to see that most of the bugs have been fixed :]
Cool to see - genuinely cant wait to push this update on my end too
I will not change the Slime sounds yet.
I'm still scared about what happened last time
I'm still scared about what happened last time
....okay now im intrigued given i have zero context
afaik custom slime sounds do not work with LoaforcSoundAPI yet (I've not tested it).
BUT LCCustomSounds had a really "cuestionable" way to replace it, making it spam the sound constantly.
Like the bug related to the reverbtrigger near a corner of the ship in Experimentation, but worse
ohhhh so like what happens when you do update_every_frame in soundapi
with some sounds
yeah, like that
ohhhh god its related to reverbtrigger
No, that was an example on how was the sound
ah
using something recent
checks out
But yeah hoping this gets resolved soonish if bongo has the time for it - assuming the match string doesn't change again, i wouldn't be opposed to releasing my update early and just kinda hoping that an eventual SAPI update fixes it
i'm having an issue where this mod causes the ambient audio on fiufki's moon Siabidabu to be muted
i noticed it first in my 221 mod pack, and then tried it again on a profile with just imperium, siabudabu, and resonance (and their dependencies)
does this soundpack touch the snow planet ambiance or facility's droning sound (big machine room1)?
I think the blizzard sound is changed, but it shouldn't affect siabidabu
turning off ambience_outside fixed it, and i tried with a replacer json that didn't touch Blizzard or Big Machine Room1, and it worked




and here i was hoping to test conditional sounds for the thrusters