#Lethal Resonance
1 messages · Page 43 of 1
sounds like a bug with the moon
it does
u sure?
i feel like lowercliffs is the same at least
like the offense ambience etc
i know it replaces the random ambient sounds but im not sure if it actually changes the ambience tracks or not
i messed around with the replacers earlier today, it does touch them
ic
touches all of these
but some of them aren't actually changed vs vanilla
like the rock sounds are the same as vanilla
man i wish 5.0 was out already, whatever is missing in the api I'd probably be willing to look into putting in the legwork myself
feels like its been forever
i can commit my current changes for 2.1 if you'd like, but soundapi is like 3 or 4 components that all precariously balance on each other 😅
Its like mostly check every frame being broken, but also some other missing functions
"Touches" is an overstatement
Though with that said
NEED this in the R.E.P.O. modding community
Hey I thought about it 🤷🏻♂️
PLEASEEEE
need ur expertice in there bro
to stop all these crappy meme audio replacements
need the R.E.P.O. Resonance immersive audio pack
sorry, I don't like REPO :,]
the truth come out...
Wow
I like it but the servers having issues is a bit annoying
what server issues have you been having? i havent had any server issues
The servers have went down a few times, where people start dcing or voices stop working etc
i thought repo was peer to peer
whats all this about the servers going down
REPO runs on Photon servers
Last game I played that ran on photon nearly bankrupted the company behind the game, causing it to shut down early
Hopefully this doesn't happen with REPO, but I'll admit I don't see myself enjoying REPO for as long-term as I have LC. LC has something to it that consistently brings me back that I don't see REPO doing atm but as the game receives updates that could change
Lethal has a faster cycle for sure
That and REPO is only really good with larger lobbies like 4+, with 2-3 players it kinda falls apart a little
I did consider porting some sounds to repo, but tbh the sounds they have already are good. Really not much I could think of replacing yet
and solo is just horrible in REPO imo
But even LC isn't great solo
REPO is just worse solo
Yeah
REPO feels less designed around Solo play than Lethal does though, Lethal has a few mechanics change when playing Solo but in REPO it's so easy to die playing solo
cus majority of enemies can 1 tap you
and REPO doesn't change in Singleplayer either
Really hard to fight back too
Yeah
fair. would still be interested in seeing your takes for sure
Hey is there any known incompatibilities with this mod and other mods??
It is not recomended to play with other sounds mod that uses "Clementinise-CustomSounds" and "no00ob-LCSoundTool"
specially if both replaces the same sound
oh wait but the only mod that is using those mods is one that changes the song of the drop ship, would that be too big of a problem?
Probably not, but both being enabled might be causing some behind the scenes issues
question: does the pizza tower escape music thing actually play the music when only installing Lethal Resonance Meltdown?
Pizza tower is required, yes.
Though resonance itself can do it too
For the record if I did it I would definitely name it "Resonance Repo" considering
came a long way from the previous Dependencies
yessss
Repo Resonance has a better ring to it
I disagree. Repo means to take back basically. think Car Repo but sound
Not like that's the end of the world either way, just a personal preference if it was ever to happen
@upbeat hound if you add LethalConfig support, my soul is yours.
🙏
That would be up to bongo
Not that it would do much, you'd still need to reload the game to apply changes
😔
Are there any more sounds planned to be added or redone? Haven't checked up on this mod in while
#mod-showcase message
Ah, i see now. Seems quite swag
Seems sexy 
Indeed
guys, if i manually download the mod and remove some sounds from the folder, it will play the vanilla ones?
as long as it does it to everyone when im the host, ill be down.
Nah, everyone would need to reload
no i mean like
if in the config
i make old bird sounds to be vanilla
and i host a lobby
everyone would hear vanilla OB sounds
also i need to know this
SoundAPI would run into an error and the entire replacer would fail to load afaik
so how do i make an edit
wait i have an idea
replace the sounds i dont want with vanilla sounds
would work?
Sure, but those changes wouldnt transfer via modpack code
but if i uploaded my edit to thunderstore, it would work
That would work sure, but it would probably be easier for us to just add configs for all those
Good question, what should the update contain
That'lll be for 5.0
Currently 4.8.5 I think
so for "4.9"
ima make a list of things you guys could add
-Config for every enemy, outdoor sounds, and everything else (pls make it so only the host needs to change stuff to make everyone hear it)
-The rest of vanilla enemies you haven't added yet
That first one tells me literally nothing
wdym
Every enemy has a config, outdoor sounds have configs, "everything else"?, and I cant even do that last one
yes but not for lethalconfig
wat
thats a feature soundapi needs to have
riiight
you can use the mod manager config to disable some sounds, then sharing the mods code to your friends to sync the disabled sounds
with that it won't be needed to reupload our mod
so when i share the modpack through code, the configs work for them as well?
yup
The configs will, yes, but not any modified sound files
ok and how do i configure it?
Find the config file for resonance either manually or through a mod manager
wrong reply lol
i use thunderstore
do you know how to open the config option on thunderstore?
no
whenever i config stuff, i always use lethalconfig
i mean
i try this button
but it wont work
Edit config doesnt work?
Dont edit the replacer
so what do i do then
Figure out why thunderstore cant access the file
try pressing "open file"
thats what i did
then press "edit config"
no issues

so now that i edited, once i share the code it will work for them too?
- Edit the config
- Save the config
- Start the game
- Make sure if the sounds are the one you like
- Close the game
- Share Modpack code
yes
you guys are absolute
gigachads
tysm
one question do
if an update comes out
do i have to re-edit the config
You will in 5.0 as I'm reformatting it, but after that you shouldnt have to
can't you just make it so i dont have to redo it
They are going to change and add too many new sounds
The least that could happen is having to edit it again
because of the way lethal config is written, it is quite literally impossible
it effectively requires a dll, which resonance doesn't have.
I mean could a pr not be pushed so LethalConfig could support it?
i hate lethal config tbh
I noticed REPOConfig for REPO supports SoundAPI config adjustments ingame so I imagine it wouldn't be too hard
yeah they probably scan config files instead of lethal config scanning mods
(which is what should be done)
Yeah that's why I mentioned a pr could likely be done for it to change the way it handles things or a replacer for it could also prob be made
im looking at it more and it really seems like you would need to rewrite the entire thing
☠️
you can send config file to lethal config via LethalConfigManager.QueueCustomConfigFileForAutoGeneration
it will use your assembly for generating config files
hmm could that still cause issues though? like displaying with sound apis name
yeah this doesn't seem to actual be useful for this, it'd still be just registering it in the soundapi tab instead of a lethal resonance tab
Oof
Ya boy back at it again finding zeekers samples 
https://freesound.org/people/leonelmail/sounds/429130/
Yeah I ran into that as well, made me laugh
Hello, just wanted to give a request about this mod regarding the configs. I notice that some configs control if other sounds are used, regardless of their own configs. More specifically:
- If LR general daytime music is disabled but the LR eclipse music is enabled, the eclipse music will not use LR
- If one of the two LR scanner sounds are enabled but LR player sounds are disabled, the scanner will not use LR
I would very much appreciate if the configs could be changed so that they work independently, especially since they are already separate. Otherwise keep up the great work, this is one of my favorite LC mods and it already continues to get better with each update!
I could make them independent, but it would mean I have to give every single sound a config condition, as opposed to just one config condition at the start of the replacer
Best I could do is move sounds with individual toggles to a unique replacer, but that would cause some headaches later
will be pushed on 5.0
oke!
If you can that would be very nice, I obviously cannot make demands but I for one would appreciate it
Yeah im not 100% satisfied with it either, but it will either make development more complicated or decrease performance
I'm ngl I'm surprised you guys didn't drop 5.0 on April Fools as a reverse April Fools joke lol
Missed opportunity
It kinda would have yeah.
Unfortunately, soundapi had other ideas
https://cdn.discordapp.com/attachments/1224847291429421076/1357836061786636440/Lethal_Company_2025-04-05_00-58-16.mp4?ex=67f4f2a0&is=67f3a120&hm=7dcae126ae3a89a5794734e5180fd654ff709e9df0296a90afe2dd2016e1b583&
Oh I think issues like this is why ApparatusFix exists rn
i severely dislike apparatusfix
Nope, just check every frame doing what it does best (literally never working)
Ah
Yeah I get ya, most of the time it's not even needed and it's a band aid fix more than an actual fix
it's not a fix at all
it just gets rid of the sound
all sounds
and it's not even a real problem that actually happens (atleast in vanilla)
Yeah
It removes the sound, soundapi adds it right back in
I noticed it happened with custom Apparatuses a few times and that was solvable by sticking them in the Ship Inventory til mods updated them, in the past SoundAPI V1 would cause it for all of them if you let LR replace item sounds which was fixed in V2
I remember unintentionally fixing it cus I disabled the item sounds one day
lol
and it would only affect clients
Weird shit
Ideally btw once it is fixed you'll wanna use that only when necessary anyways cus anything doing check every frame is a rather expensive function
I do hope it eventually gets fixed though along with the crashes on game close
Respectfully, I do not care at this point, because it's such a damn useful feature
LR hasnt been designed around weak hardware for a while now
I mean even on high end hardware if enough things are running that function constantly it will kill performance
lol
Oh really?
Maybe it just depends on how the mods use it tbh
I remember Zaggy and DiFFoZ going on about some mods hurting fps in the past from them doing things every frame so it likely just depends
Pretty sure that was about checking when it wasnt necessary
Probably
or the time Emblem murdered performance cus it did it in a Courotine which was expensive as hell
With that said actually, @small pond Maybe you could add a config setting to V2 that reduces how often check every frame actually runs? Like, every second or third frame
I have materialized here to ask one question
Is the unused title theme for this mod completely gone? I swear it was in the experimental config but now it's not
It was removed a while back yeah, wasn't sure if it was worth including as it didn't loop properly
Pain
(I liked it more than the current one)
I=1, X=2, N=3, M=4,
HATE=?
If someone answer this correctly, I'll post something here :]
3324
F*ck, now I've gotta record something
Soon™
Just been waiting for soundapi 
anytime soon
I hate soundapi, and so does bongo. We are SO back
||jk||
LR 5.0 before GTA VI?
Im gonna cry if not
i remember being told this in january… 😭
also just curious what on soundapi are you waiting on?
some fixes
don't worry child, everything will come when the time is right
Don't cry little champ, you will get enough teasers to entertain you for your entire life.
JacuJ Drop another Teaser!
Dont you worry dont you worry chiild
IM ANGY
@agile comet
you did it 100% better than I tried to do :,]
that means you gotta support every lc mod >:) MYAHAHAHAHAA
also keep up the good work :3 (screw you sound api)
Not planned
😦 understood
Repo's sound design is pretty solid as is. I've had a few ideas but not really anything worth making a mod for
With that said, you will be hearing my sound design over there soon enough 
I have personally considered it a few times. if things chill out I plan to, Going off of what JacuJ said The sound design in that game seems pretty solid so it wouldn't be about a whole redesign rather target, pointed improvements as well as sound diversification for immersion purposes so the world feels more alive
Be looking forward to see what you guys come up with
Definitely not a promise to clarify
I don't think REPO needs any sound changes tbh
The ambience and everything is perfect as it is
Ive surrounded myself with sound design for so long that now random shit I hear - like a homie screaming - makes me go "that would sound cool as fuck"
swear to fuck if you leak something else
Are we getting a leak
?
not frome me
at least not yet
I've been working hard on my job these latest months to get a new laptop.
The current one is already doing some weird noises lol
ok
I hope the update is going well!!
Im really excited
To see what you guys have been cooking
we are doing good.
We are still waiting for some bongo signal to correct some bugs that prevent us from updating the mod.
i love resonance!!!
This man gave me feedback on two whole ass features
give him all your earthly belongings my fellow resonators
What comes first, V80 or Lethal Resonance Update?
GTA VI first :]
Does LR work with v70
Yeah
Evil babby
this will sound like im trying to rush the update and im sorry but whats holding up the update??
This
Yeah, the Lethal Company bindings addon for SoundAPI also causes crashes on game exit sometimes. SoundAPI itself also used to but Bongo seems to have fixed that with its most recent update
Yeah it's partially soundapi, partially me just... Not having finished things lol
Hello!
I hope you guys like my side project mod.
It's not related to Resonance but I've worked hard to get it into the actual point to announce it publicly :]
That looks great!
The beast hungers for more trash
sry resonance is canceled
im a modller now 
slenderman 2.0!
Not me accidentally recreating fucking... Half life gunship ass sounds
while messing around with a fridge recording of all things
Ayy.....yooooo..........
I will be waiting with bated breath to put this in my modpack... in secret.
Hoping for some Wesley's Rubber Rooms tier scares... :]
i have good news https://thunderstore.io/c/lethal-company/p/Lega/TheDoctor/
I haven't played with this yet myself nor am I familiar with the source material but it sounds dope :D
@dopadream
We had it in our pack today it just never spawned
Hoping we get it tomorrow
OH, just why not ask this now.
Is sound api like bugged? Cause I had heard about it a bit ago.
SoundAPI is fine, but when you have the bindings addon present right now the game will sometimes crash on exit
K got it
Got jumpscared today. NVME randomly disconnected.
The same NVME with all my project files...
Isn’t there supposed to be a screw holding that bad boy down? Don’t tell me you threw it in there with no screw and called it a day😭
There is a screw yeah.
Dawg I got no fkin clue how, but I disconnected and reconnected it and everything went back to normal so...
The good news is I got spooked into converting my project files to FLAC and backing everything to cloud
Learning intensifies
is the bug where when you close the game it freezes for like 10 second and crashes still related to this?
i downgraded loaforcsSoundAPI to 1.1.7 and it does not crash anymore 👍
Thats an issue with the lethal company bindings addon.
1.1.7 just doesn't have that issue, but it will probably break a few aspects of resonance as 1.1.7 functions slightly differently
Zeekers
Zeekers
Balloon
Sphere
Poop
Bounce
i turned sponge audio dedupe off and now it worked with soundapi latest version
EDIT: It didnt work 100% but made the game close in 10 seconds, not 30s or a minute
EDIT 2: Forget what I said here
Do you mean the Input Utils mod? Do you know how to fix it?
Not what I mean, but bongo did let me know at one point that apparently its not the 2.0 version of soundapi that is the problem
no, the soundapi bindings for lethal company
Apparently its not the bindings mod either
And is there a fix or nah?
its called loaforcsSoundAPI_LethalCompany
and afaik there isn't a fix yet but its being worked on
thats what i remember them saying
Not really; the fix is literally just fixing an issue within unity which would require quite a bit of work
would it be possible for soundapi to do its own cleanup on a prefix before exit?
I think another method would be making a mod that straight up kills the process when pressing quit in the menu
someone did do that i think
but idr if it actually worked for stopping soundapi crashes
The intern fix is just killing the game process on exit 
https://thunderstore.io/c/lethal-company/p/Scythlz/QuitToDesktop/
(I have no idea if it works, I just remember someone pointing out the mod exists)
I'd love this, but only on the menu
A friend already 'missclicked' midgame
Does it replace the button or add a new one?
looks like it adds a new one
Seems like new one
Adds a new one
Kinda weirdly, cuz it appears on both menu and pause
Purely a matter of skill
(They would have been sent to menu anyway)
Someone save us 😭
But with confirmation at least
Oh yeah, it should probably have a prompt for that
Is it hard to do a mod that does exactly that but only for the menu quit button?
I guess contact the mod author and ask for a config option
That or fork their project
Assuming they have the right license for that/contact them
There is no license sadly

He is in this server
Very cool
oh, so it's a mod made with copilot
He had some other mods but he deprecated them because they were not working
I think to fix it, sound api needs to add a fix themselves.
also killing it on close is actually a worse solution then the crash it does now
Sorry for bothering.
But is there a planned way to fix it?
Or now we have to get used to it?
I might fix it eventually but it really doesn't matter
Just made a mod that makes the main menu quit button kill the game
gonna test it with my big modpack and i will upload it
only 66 lines of code
ok it 100% works
it quits so fast 😭
Honestly the bigest issue is it hanging after crashing. Alt F4 doesnt do much at that point, so either you wait like 20 seconds for it to shut off or you keep console enabled and click X on there to instantly kill the process
done
uploaded in a hurry
should work
yeah
with the mod i made its instant
there isn't any problem with force quitting over the normal quit function right?
i have force closed the game a million times and nothing happened
The whole issue is the unity crash from soundapi which comes from normal quitting
Alt f4 also triggers the default unity closing process afaik
So that would hang too
figures
i just wanted to know that killing the process won't break something, which it doesn't seem to anyway
crashing is probably worse for it than killing the process tbh
Funniest thing about my mod is that the icon is so rushed it's literally a unedited screenshot exactly 256x256 of the quit button
if it works, it works
im 99% sure this will skip important callbacks, mods and the vanilla game might not be able to save stuff and cleanup properly. sound reports in soundapi use that callback, so this will probably break that
We don't have another option
yes, you just need to know you will probably be breaking things subtly
The file saves should save in-game, not when closing the game
When testing my modpack 99% of the times I kill lethal company via task manager (now I don't have to) and everything worked but ok
it's just a dumb solution
whats the better solution
We are NOT waiting 30 secs for the game to close 😭
uh womp womp?
Anyway the unity crash window shows up when the game is frozen quitting, shouldn't that cause issues too?
no, the crash soundapi causes is much later, and all of the callbacks run
The crash happens at sound cleanup, which I assume happens pretty late in the process
Ok
Just wondered if I could kill the game after all those callbacks
Seems difficult
-# Just to clarify I'm not going to do it
you know
-# youre the first person ive seen actually use this feature
Maybe you should terminate and reboot your own process
true
the best way to fix this issue is to have sound api fix it
does anyone know that the reason its crashing is actually sound api saving things?
thats weird
having only lethal resonance and dependencies it closes fine
it's because unity breaks down during cleanup, if the audio clips weren't created on main thread
oh
Its the only solution right now tho
"oh whoops, wrong keybind"
audio bugs when using rebalanced moons with LR
stopped when Rebalanced Moons was disabled
well that or yesfox which rebalanced had as a dependancy
not sure who's end this error is on
wrong log lol wait
known issue
ah ok wasnt sure as id never seen anyone mention it haha
scared the shit out of me lol
LOL it's ok
I'm not sure, I think there was a way to fix it
or at least make it not as prominent
for a while I thought it was lethal anomolies spark tower
what is wes LR?
oh nvm I see what it means
enable audio clip spoofing experiment in soundapi config
This @woeful wharf, it also fixes some footstep problems on some of Wesley's moons when using SoundAPI
didnt fix it sadly lol
i would be surprised? this is the exact issue its supposed to solve and other people have said that it works
🤷♂️
could you enable debug log sources for audiosourceadditonaldata, SoundReplacementHandler and AudioClipSpoofing
one sec
AudioClipSpoofing causes my game to do the black screen of death lol
log
also ill get a log of the audio error is happening
uhh wuh?
i cant find any exceptions in either of these logs that would cause that
🤷♂️
can you try without any other mods?
Hey!
I know there are some still issues left.
But I can confirm that at least it no longer crashes on my modpack when trying to leave
Its just the audio reverb triggers RebalancedMoons force to be the vanilla ones and it will bug ambience outside audios.
just turn off ambience outside on lethal resonance config
Rebalanced Moons force to the invisible audio boxes to be vanilla ones
Seems like a thing rebalancedmoons needs to fix 
happy late birthday moroxide :333
thanks!
Feliz 2 days ago late birthday !!!!
Granks!
Happy birthday!! 
Sorry late Birthday bud
Thanks guys :]
RMB
Vanilla
It looks like its the opposite from what i said. Lethal Resonance use audio reverbs from vanilla moon and RMB change all audio reverbs.
Do the names of the reverb triggers change?
idk, but the vanilla version has a lot more audio reverbs, and the ones on the ship are more spaced out.
So uhh... Whats the problem again 
most prob the audio bug near the ship due to the audio reverb
#1197391708816679002 message
I mean, live LR doesnt even touch the weather, so its either a soundapi thing or just a vanilla thing
how is silksong coming out before sound api update 😭
😭 😭

Usual sound changelog for a single sound
new update?
not yet
Afaik it should work good enough on v73
Let me know if otherwise
Even if I disable the meltdown sound, it will still play for a few seconds after pulling out the apparatus. I'm without facilitymetldown mod
Shouldnt be possible...
some other mod is causing them to play or you're mistaking a sound for being part of meltdown when it isnt
I will try only with lethalresonance and its dependencies
same thing
that is... how its meant to sound
[17:26:51.7230830] [Error :soundpack.LethalResonance] FAIL: Mapping: '#FacilityMeltdown:warning_voice' has not been found. If it's part of a soft dependency, make sure to use a 'mod_installed' condition with 'constant' enabled.
[17:26:51.7230830] [Error :soundpack.LethalResonance] FAIL: Mapping: '#FacilityMeltdown:music' has not been found. If it's part of a soft dependency, make sure to use a 'mod_installed' condition with 'constant' enabled.``` I noticed this error, but it also occurs in v72
You can ignore it.
As I understand it, this log appears because it's searching for Meltdown, and since it's not installed, it can't find it.
it's really as it should oh sorry
@molten bolt When will we get the resonance update. https://tenor.com/view/dog-crying-meme-doggo-crys-megan-soo-crying-dog-gif-5276199764143986284
never
It's been explained before, but I'll summarize it again.
The update is out of our control.
In order to update LethalResonance, we need Bongo to fix the bugs JacuJ found. If they're not fixed, it's going to sound different than expected (I've seen it myself), and we don't want that.
Where did Jacuj list the bugs
At some point in a near future Bongo will fix the bugs, and when that happens believe me we will be the first to update our mods
afaik most of them are DMd to Bongo.
But I think there are some in the https://discord.com/channels/1168655651455639582/1208370988715221052 thread
Theres also a handful of new features I need
@visual willow I said it once, Ill say it again
help
pain
well its been a while since i've been here (and even longer since i last worked on my sound stuff), but i'd certainly also be in the list of people who would update ASAP
Go right on ahead soldier
Bongo has been interested in maintainers
or... nevermind I misread that
ironic given the discussion happening rn in #1203871322841808906 (before it devolved into that argument...)
LOL
@molten bolt sound API is never going to update
atp you guys should consider letting me hardcode a 5.0 plugin
@arctic crown
bongo is accepting maintainers for it
I'll keep that in mind I suppose
but if you're ever looking to just, get it released, feel free to hmu
all the replacements done by this mod is really basic stuff that I could probably accomplish without an api in like a day
specially lately
Itd also be really scuffed config wise
I don't think that much if it's .cfg wise
if it's not, prob yes
But no, like, there's shit like this strewn around 
oh, that config
no I mean the actual configs
Dopa would have to create them, and they'd be in separate categories
this?
Not to mention support for modded content would need a new hardcode each time. I dont wanna rig the system up that way
yeah
Ok, that's true
but I think at the end it is if Dopadream is willing to do it
But they have to be aware of the things that would take to do so.
Id rather they work on soundapi directly
true
or a replacement for SoundAPI 
oh hell no
it just needs the few weeks, maybe, of actual development for the features I need to be added/finished
I'm just giving ideas, I know it's a horrible idea :,]
all the things that SoundAPI has made is cool
but it's almost not maintained :,]
Because nobody wants to maintain idk 😭
that's our curse 😔
:,] It will hurt.
But SoundAPI is the only thing we can do rn
But no please go contact bongo and help him update it
Just update LR already, I really don't care if part of it doesn't work anymore
I think gatekeeping the update is even worse
Conditions make little difference to me
neither does variation, rarity, new events, etc
its really not that difficult to implement stuff like that from an internal standpoint
I'd like the chance to play with the stuff that does work
you could always just remove what doesn't
Many things are band aid implemented right now
Yeah
Weather most notably
I'm not surprised
I can do configs easily too
Oh I know they're "easy", but its just a bit impractical
definitely
I dont want the mod to be fragmented into two dependencies
Ideally it would have none
Is it no dependencies, or is it one dependency; itself
That seems irrelevant to me because you need to install it to use it anyways
I could look into helping with the api stuff, of course, but I genuinely think it could be beneficial for this project to be carrying its own weight, I could literally do anything without needing to rely on api features or functions
And that's great, but hardcoding means I'd have to pester you from then on whenever I want to make changes
Soundapi makes it so I can do my thing and soundapi just needs to be updated to work after gam updates
The most complicated issues right now are check every frame not working and audiosources that persists during level load/unload, like the ship, not getting properly replaced
The latter bongo managed to partially fix in a private build he passed me, but that was almost a month ago now
The rest of the stuff I need are significantly simpler
mostly because bongo never announced they wanted maintainers
or contributors
or nothing
there is no "SoundAPI (looking for maintainers)" in the thread title, no mod collaboration thread
no nothing
I have asked a few people in the past, but nothing ever came of it
Pacoito is busy right now so he can't really do it
Jacob is tacking the LLL rework
Bongo himself is doing college
And Dawnlib I guess
@velvet gyro hglep
NO DONT he's gonna kill me fuck
what is happening
oh the update that is a week away for a few months already
sounds like my mods tbh
A fucking year, btw
^^
Beyond those two, all it really needs are "minor" features, like checking if the player is in the cruiser or what AI state an enemy is in
If you can get check every frame working that'd already be huge
Check every frame sounds spooky
Use it responsibly 
Current plans are weather and a few UI elements
I was gonna ask that hehe, isnt that really bad for performance?
Could you dm me more about this? like exactly what you're trying to do sound wise
checking every frame for something is very expensive tbh
I'm sure there's a better way
Critical damage has unique sound file for "recoving from critical", that plays when player returns to above 20 hp
:/
augh thats frustrating because I'm pretty sure i could literally handle that in like 4 lines lol
without checking every frame
oh definitely, but itd be hardcoded
I think this is one of the most active times this chat have been for years :']
well its mostly out of frustration tbh
i have been a big fan of this project for a long time and its just stagnant, and its because we're waiting on an api to be updated only to be used by this mod and probably never properly utilized again for any other project
I guess I've just had the mindset of "if i want something in the game this bad i can just do it myself" and old habits die hard ig
thats kind of the pretense for most of my projects
SoundAPI has powered a ton of other mods though
but they're nowhere near as ambitious as this
My own projects, and pretty much 95% of the sound mods in REPO
most of them are just replacing radio sounds or some shit
It even got pushed onto the PEAK TS page I think
Reckon some people there have made use of it
I'm not trying to be argumentative ofc, I just kinda, care about LR, so I hope this is all being read in good vein
No yeah I get it
only time I've seen the API be used extensively is in mods like Ardie's and other music packs like those. Most of the time sound replacements are small scale though, it's a bit of a shame (though there's a ton of work that goes into these so it makes sense)
right. almost every sound mod is some dumbass music replacement so who cares imo
i just want to be able to use this
I mean, there already is lethal resonance. Anyone else with the same idea would just be discouraged
I remember
You say that, but if customsounds didn't exist I would have probably never gotten into sound design
There was a guy who said that it was going to "dethrone" us
Easy access tools are insanely important to have for people who are just trying something for the first time
most are memey yea
If making a "simple sound mod" required downloading unity and understanding all the appropriate systems, the amount of sound mods in this game would be close to none
Resonance included!
It was like 3 months after the release of LR lol, so I don't think that was a success
huh+
Some really small thing Pixel sent me almost a year ago lol
Let me check if I can find it
Couldn't find it :[
But found this lol
And iirc this was after my update that I made remaking the thumper audio
Where is that from? lmao
Honestly I don't know, pixel found it on a video, most prob LR related
u got a license for that blakeblox? lmao
i mean
maybe he should link his mod
so we can see how stolen it is
It was on feb 2024
Lethal resonanse steals alot of audio files from other mods, the thumper stun and roar sounds are ripped staight from my mod. I assume the same has been done for alot of the other sound files
Bongos pc hasn't worked for like a couple weeks lol
And hasn't touched dawnlib for more than like an hour the last month
cooked
I reiterate this statement lol
cus I thought I saw in the DawnLib thread a few times stuff was mentioned about bongo's pc
I dont even follow the thread 
But no, there's still a ton of things that just dont work at all
Ambience replacer got nuked because I wanted to rework it and that could really use LLL conditions, which they of course don't work. Another replacer fails to load entirely because of missing sounds that I left on the backburner once again due to broken stuff.
I have a pastebin with like 6 set-aside features that I had to remove just to get their parent replacers to load.
Plenty of unfinished sounds too. TEST.ogg is attached to a handful of things as placeholder right now
☠️
The ship makes rain sounds on march because check every frame doesn't work and I had to hard code it 💀
I could look into SoundAPI stuff I just need to finish spooky Bozo before deadline 
Like, it's really not ready
The LLL condition stuff, I thought that was replaced by dawnlib?
I remember bongo specifically making a thing for it there
there he is
Aight, cool
though uhh, now I wonder how it would handle only LLL being installed
Oh, I will also mention, sound syncing between clients would be a god send when it comes to ambience and music
I think LevelMusicLib syncs it when people make use of that
Idk why Vanilla doesn't
some stuff like the extra record player tracks arent synced rn
would be best to have one that applies to all sounds, like what customsounds used to do, even though that feature was kinda janky
Tbf that makes sense though cus vanilla only has 1 track for it
anyway, time for the harvest to begin
(does more company work in LAN?)
Looks like 5 is the max? interesting
It should
It don't
It's fairly simple in its implementation iirc
anyone remember how to see player statistics in imperium? sanity and health and allat
I... definitely broke something
ah
shit
Game didnt like resetting imperium
Ah
im so full of ambient sounds
(yes im doing this again, I lost the list I made before
)
It uhh, still spits out random garbage over here though
what're you looking for exactly? I can take a look at the code bongo wrote for DawnLib's soundapi compat but just wanna know what you expect to see
interior tags
preferably all of these should be separated
Moon, interior, items, etc.
idk if theres a way to find these without loading every moon and digging through logs or smth
Ah, interior tags, I think there's a config in dawnlib you can turn on that'll export tags onto a file
does it export all installed interiors/moons or do i have to load each one for them to appear
It's just one config setting so I imagine it'll export all of them
But I'll wait for Xu's reply cus I could always be wrong
All installed stuff by the time u enter lobby
Cuz I gotta set the tags as soon as I register the content
pog
Ambience replacer returns better than ever and OH MY GOODNESS 🦀
lol i might've accidently tagged it natural? ill check
yeah ig wesley didnt tag em
All of these have piss for tags
Tbf I imagine most custom interiors won't be tagged
yep, i can add more defaults to vanilla ones and maybe code in some conditions for custom + vanilla ones
Vanilla ones are fine. The modded ones just have jack shit
Although some of these tags are pretty dumb
Abandoned, yeah no shit
Eerie, yeah no shit
ill take criticism on tags that dont fit 
also i was in a vc with like 5 useless people coming up with some of these tags
Mansions tags could have just been simplified to "fancy"
And grand I guess, that works pretty well
So are you using dawnlib to fill in for the missing soundapi functionality
im using dawnlib to fill in for the missing LLL functionality
Sorta. These tags fucking suck
Probably just gonna be a cherry ontop thing instead of carefully curated
PISS TAG
PISS TAG
Better than Fart tag
does it work with v73?
yes
Sorry folks, v5 is canceled. Team is practicing for wordle E sports until further notice
Some people are just haters. But for full transparency taking another persons sound did legitimately happen but only ONCE. It was the intro company speech remix and we found it on a free use website so we decided to roll with it. Later on, I found out that the guy released it as a mod on LC, I took the sound out and sent him a message out of good will that I would direct people to his mod now that he had uploaded it. Man oh man, that went very very poorly. Other than that one off time though, everything I’ve worked on has been custom or customized mixed from various free sound libraries. I’ve seen lots of comments like this before though, some people just want to jump on the bandwagon
I'm not gonna lie, that was a me issue.
I found the music somewhere I don't actually remember and I've put it on one of the first versions of the mod
I felt really guilty seeing the guy's reaction
Sorry to ask but what was the reaction? Its fine if you dont wanna say it
Well I’m the guy to ask for that, unfortunately I took the heat. Well I figured the guy would like that we were proactive in taking it down so his mod could do well before he even asked us, instead basically huge accusations that we’re probably just stealing other people’s sounds and music and that it was built on the backs of others. Yeah… fun stuff, but pretty frustrating considering the sheer amount of work that’s gone into LR
Thats so sad
I really liked the intro speech mod
Gotta separate the art from the artist hehe
I mean is a fair point to take, but they had like 0 proof there was more
Apologizing for doing that without knowing and still thinking they are stealing is hmmm weird to say the least
Fair, but like, read the room hehe
Well I can’t blame the guy, apparently in the past people have just intentionally ripped his work and tried to take ownership of it. Probably just the straw the broke the camels back and unfortunately this time I happened to be the camel
And it didn’t help that he’s a small creator who’s only got like 15k views on the video he posted on YouTube. At least small enough that his music ended up on a free to use license website without his knowledge. I’m sure it was immensely upsetting to se it be part of a project with a mill + downloads and have to wonder if its success was due to their work or yours. anyways, since then, we’re extra extra extra meticulous about ensuring everything is custom or as custom as it can be and genuinely free licenses. It isss what it issss
Yeah but still kinda stupid to blame you guys instead of anyone else that has blatantly stolen their work
If there is someone to blame
It definitely is not you guys
Either way, that was a really long time ago and it’s in the past
Yeah fair
Just commenting on it because it was brought up
Past stays in the past, we learn and improved etc hehe
Soooo
Hows the update going 
Soundapi

I thought dawnlib was helping with the issues
Maybe i misunderstood what was talked about
SoundAPI still has a ton of unfixed bugs
Soundapi
DawnLib is just replacing the LLL stuff I believe cus LLL was unreliable for SoundAPI stuff
Name in the credits for fixing it

Market grade pliers
I was thinking of changing the voice and cleaning up it's breathing but that's about it
And for the kidnapper fox?
Dunno what you'd do with the kidnapper fox
Their sound design is already pretty horrifying
For the kidnapper fox I was thinking of hiring Whovians dogs for voice acting, since they sounded absolutely deranged
I doubt this is the case, but the icon for this mod doesn't have any AI images, right?
why you'd think of that?
idk it just gave a faint sensation of it
maybe im just paranoid when it comes to ai lol
We've also made some other icons, for example, the old addon for Meltdown
It's just really high edits and filters, but can reasure this is human made
good to know
Idk what you did, but spore lizards sound so much less cute now :(
We remember there was an older iteration of the oinks you did for them, and they sounded so much more high-pitched and squeakyy
U should consider readding them back or smthn,,, spore lizards just sound like stinky old boars now lol
There was only one iteration. You might be thinking of the vanilla sounds which are squeaky by comparison
I swear I remember at least one of Resonance's puffer sfx being squeakier than normal
Shrug
Things are still moving, no ETAs unfortunately
i remember saying in january of 2025
that I wouldn't update my modpack till lethal resonance updated
Introducing:
A series of unfortunate events
pacoito gonna update soundapi??
god he doesnt need more on his plate 
XD
He's done a lot of stuff already which is great, but check every frame is a bit annoying to fix so that might take a while
Hes so cool omg
Is it good?
Its decent, but some of the design choices are... Questionable
What are your thoughts about vanilla sounds? With all mods that fix sound problems like enemysoundfixes, lclocalfixes, etc.
Like... The sounds themselves? They're just fine. The design is good but some sounds could have been made cleaner.
The biggest issue is clicking in the sounds, caused by zeekers cutting up audio without properly fading the resulting waveform
The difference between vanilla and LR I would say is; LR focuses more on realism, detail and impact, and overall high fidelity in sound processing
Except for a certain group of sounds. You know what I'm talking about.
the dreaded bunker spider sound:
||-# (i actually really don't mind it)||
This might be... Hands down... The most spine chilling sound ive ever fucking heard.
And the fact that its SAMPLED from a REAL VIDEO of someone just turning off a church organ, blows my fucking mind
Yup
the new update from dawnlib is good for LR?
Maybe soundapi can leverage the functions in some way, but that's about it
Not directly beneficial to LR as of now
https://thunderstore.io/c/lethal-company/p/LethalResonance/LETHAL_RESONANCE_MELTDOWN/ this one is working with facilitymeltdownexperimental if you could change the dependencie for the experimental version
Remind me tomorrow
just so you do not forget
Uhhh, which version is it?
this one
Sorry to bother you, but it's just so you don't forget.
Does it work otherwise just fine?
Its working I just need to change Music volume to 0
Okay, its up, let me know if I broke something
lol
why is Lethal Resonance Meltdown in all caps btw
Good question
cause panic
Would it be considered eventually to split some of the sound replacements into their own sound mods as standalones? Of course still having the main pack with all of the sound replacements together.
For example LethalResonanceAmbience having only the ambience, or LethalResonanceMonsters having only monster sounds
This is atypical for sound packs but given how large LR currently is and how much bigger it’ll be in the next update it could be pretty neat 
Well, they still have 7 years to think about it
Not doing that, for now anyway.
Requires effort, little benefit over what can already be achieved with configs, and people go apeshit when the modpack has like 3 extra dependencies that "dont need to be there" so... yeah no
i was gonna make a joke about those people but i cant think of anything not already said anyway
Fair enough, I get what you mean regarding dependancies as I’ve seen people ask if LLL can be removed as a dependancy of moon mods
Can you remove bepinex dependency pls
In other news
Did you sleep well?
sleep?
2 hour nap 💪
Why the fuck are you here
I just posted that and you responded in like 5 seconds
Lol tbh I just tabbed into the server and saw the thread go white
so I popped in to see what was posted
Who even was that that was talking there?
music man
We dont sleep here
R.I.P. earbud users 💀
Btw dunno why mod devs were saying ForceQuit is a bad mod in the past and that it causes issues I've run a few tests and it seems to work just fine without causing problems
@lusty yoke Thanks for making it btw 
It's crazy how nobody said that
What was said is that you shouldn't be closing your game like this
It will have unintended issues if some mod expects to run some stuff that gets skipped because of that
I recall it being called a stupid mod by Bongo and someone else at the time, but yeah I suppose on the off chance a mod is running code on game exit it could cause issues
Most mods tend to stop doing stuff once you exit to the main menu and don't really do anything on exit though
Someone gotta add this guy
Also...
@nova apex 
Stinky attitude
Thanks!
Yeah, I also haven't experienced a single issue with it I have been using it a lot, with 6 player lobbies on my 310 mod modpack
I havent either, I get the concern but to be frank the game hanging for 12 billion years on exit is more of a nightmare
I think the only thing it could cause is maybe some mod not clearing some megabytes of cache but it's better that getting the game stuck on exit
I did that mod in like 2 hours, without experience on unity and the logo is a exact 256x256 px I think raw screenshot of the quit button
The only thing I could add into it is kill the process when you close the game by the windows X button or alt f4, right now it only detects the menu quit button
ForceQuit shall be needed no more 
-# Probably
Haven't gotten it to crash at all after a change I did
Replacing this patch, specifically

So, are you working in soundapi?
Hes working on every mod ever
Ye, Paco is doing soundAPI after he gullibled to my begging and I locked him in t...
Update soon
Yeah, soon
Thank god
gonna make a mod that logs "Chainloader startup complete" for literally no reason and completely fucks up soundapi for shits and giggles
/j ofc
Learn how to make a mod by yourself first
yea ik
bold of you to say that when you havent made a mod yourself and Mu has made both CodeRebirth and DawnLib
mak sure to pach ondestroy() in your plugin when you do #starteradvice
you know, i worry sometimes that someone in the future is gonna think mu actually made those mods, but there's no way you can be that braindead
me and rodrigo's faces are literally plastered all over the mod, there's no way
Wait you and rodrigo actually made coderebirth???
Let's goo!
Finally an actual fix
resonance v5 coming 203231
I.... am the clown 
I dunno why I couldn't get it to happen like the 10 times I tested it, but it's doin it again after doin the exact same steps
Makes sense since the thing I removed shouldn't cause it, I dunno why it seemed fixed though 😔
Still lookin at internal Unity shit to find out what the dog's doin to cause the crash though 
So, V80 seems to have made adjustments to quite a few areas of the game's sounds.
Funnily enough, many of these adjustments are things I was already doing for Resonance v5 lmao
was gonna say some of the sounds he changed sound a lot like resonance
mainly the metal catwalk sounds
Update in 3, 2, 1...
Oh no! SoundAPI update delayed by Zeekers!
Joke aside i don't think this would cause too many issues with soundapi?




