#Mirage
1 messages · Page 27 of 1
no
It says that BarchLib is depreciated, does Mirage still work fine?
Nvm in the recent update they removed that dependency
Deprecated do not mean "don't use it", it usually means "not updated since a long time"
In this case BarchLib was deprecated cus it's no longer a dependency for anything
Is there still a setting to keep recordings between sessions? (Like it keeps them on game close)
Nevermind I found it, I didn't expect it to not be in the config files, but in the settings
just an update about this, I played on the same hash where I noticed the mirage mimics not saying things and though I didn't see any mimics this time around, I checked the folder and it does have stuff in it, but all the clips that I could see had 0 duration like this
not sure if that's normal or not but might explain why I wasn't hearing anything before
I'll play around with this more tomorrow and then maybe I can narrow it down to a particular conflict
how often does this happen? thats not good...
I’ll try testing a bit more and see what the frequency is 🫡 I’ll also try trimming down the mod list to see if I can confirm it’s a conflict
okay my update is that I tried this out again 2 more times and both times I COULD hear the mimics talking
so maybe that other time as a once off or a weird edge case or something
in case you're interested though, I did still see about 50% of the clips getting recorded have 0 duration (not asking you to do anything with this info dw! just free recon for you)
that was supposed to be fixed with SileroVAD in the latest update. the fact that it's still here is a bit concerning
leaning more and more towards just reverting again
really doesnt seem worth it to fix these bugs
aww totally up to you what you'd like to do! if there's any testing I can do, I'm happy to help out!
i appreciate it 😄 , but honestly prob not worth looking into it
just the fact that there's so many 0 duration clips means something isn't working as intended. it works on my end, no idea what the issue is that's causing you to have 0 duration clips
reverting the mirage update would mean voice activity suffers again, since SileroVAD was added to try and prevent so many garbage audio clips from being created, but at least it fixes the other issues people have been reporting
whatever decision, I stan Mirage 
i noticed the same thing, this causes a mask to not speak for a really long time... sad
I have an issue where sometimes one player only has one voice line recorded
and the voice line gets repeated for the rest of the game by enemies that choose to mimic that player
suddenly ran into an issue of masked spawning ai-less & default, is there any known incompat that causes this?
i thought it mightve been gi at first but seems that wasnt the case
threatening
This isn't a Mirage issue
It's some other mod
Can't tell you what
Cus it doesn't happen for me
only happens with mirage enabled for me, so def some incompat buried somewhere then
time to troubleshoot 
if you find out which mod is incompatible with mirage, could you drop it here? i'm surprised that's an issue
@vivid yoke do u mind trying out MirageExperimental sometime? i did make some bug fixes that i still don't know if it's solved anything or not. hoping maybe this would get rid of some of those 0 duration clips
also out of curiosity, does mimics not talking happen really often for when you're playing? i'm trying to figure out if my current recording audio logic with SileroVAD is just that broken
this image is menacing as hell
yea it caught me way off guard running into one just lifelessly standing in front of an open vent in the dark with no collision / cosmetics lol
I'll try testing the experimental build
tyty
these are the changes for experimental
if even experimental is still hella buggy then that'll be my cue to revert the update
got it
just wanna see if i fixed some of the stuff in there first
For sure! I’ll try it out when I get home!
This one is tough since I noticed this during a 3 hour session with some friends, but I haven’t had a good session in since with lots of mimics (I’ll try setting all enemies to do voices to test this)
I know that when I noticed it, I think I’d seen about 4-5 mimics and only one of them said something exactly one time
Fingers crossed that min silence duration cleans it up! I’ll let you know what I find!
wait just wondering, did you happen to ever switch from voice activity -> push to talk, or vice versa?
i just realized that's probably bugged
like when looking at the code, it's potentially a reason for it to start bugging out
Oh so maybe the reason the repeating issue happens for me sometimes is cus of ToggleMuting?
@deft cape btw why didn't you change Experimental to use the stable MirageCore?
Since they're the same lol
okay so
i found a breadcrumb (?)
in the pack im making the bug is fixed when i disable the moons Scallg & Tauralis; masked behave as normal
however on a profile with just those moons & mirage (+ dependencies) the bug doesnt happen, and masked also behave as normal
so im a bit stumped
It's likely an issue with the moons somehow regardless
touching something they shouldn't
You just need to narrow down which one
its both from what i found, i disabled them each on their own and then together
only when both disabled does the bug stop
additionally it seems (w imperium at least) an extra "masked" spawnwable appears in imp's spawn search (1 per moon)
Hmmm I always use voice activity, BUT sometimes I will mute when I’m playing with friends! But in the testing from earlier, that was always just voice activity
which is breaking masked if any mod touches them
Moon issue
Not an issue with Mirage
gotcha 
p sure the moons both have a thread here somewhere so i might bring it up in one of them to let them know if i can remember after some stuff i gotta do
togglemute looks fine, the potential issue is when switching between voice activity <-> push to talk in the settings
although if there's a bug, it wouldn't be for repeating voices
hmm yeah i have no clue what the issue is then 😓
i do wonder if that's a potential reason it was recording as 0s audio clips
i had this on experience
found a masked of my friend
it screamed at the top of it's lungs then rushed me
i died because i knocked my mouse away from laughing
please tell me you clipped it, that sounds hilarious
this is looking like I might not be able to get to this today, but in that case I'll definitely have a chance at it tomorrow! 
okay literally who tf am I kidding I just tried this out and it seems to be working much better (for me!)
only 2 recordings were empty
most of the 1 second clips are just of me saying "hello"
it'd probably be more interesting to see how many clips are empty once I play for a couple hours with some friends, I can report back on that! I'm feeling good about this though!! no revert????
(again ultimately up to you!!)
I'm getting into unsolicited thoughts territory here so feel free to get out the spray bottle, but do you think it would be cool to make the min silence duration configurable? maybe then if there's a lot of variability for what works for different users, they can take ownership of that part to figure out what works for them
(I personally already feel good about the 2s fwiw LOL but will report back more on what it's like playing for longer!)
i don't clip anything
while that's what i did consider before, the reason i don't really want to do it is just to keep the config as simple as possible
since the config before was really confusing for a lot of people
this time i'm trying to avoid having configs for every little thing so there's a less likely chance to get confused on what things to set
niceeee
so for anyone testing out the experimental build, the new update is just to fix the error that pops up when using custom spawns
That makes sense! And yeah I guess it could be more frustrating troubleshooting things if there’s a lot of potential variance with how people are set up!
yeee exactly
so i just was testing, i got some "0 clips", but they all have sounds, just clearly less than 1 second long.. 😛 otheriwse i have no 0 clips. (on actual mirage, not experimental)
maybe the fix is, if its not longer than 1s, it shouldent be recorded? (just a thought).. like, if the length is less than 1 second, then delete clip instead of retaining it. (1s is an example, as even like "hi" is shorter than 1s
if there's sound it's likely that SileroVAD just detected it as non-silence
maybe the fix is, if its not longer than 1s, it shouldent be recorded?
since this is already the behaviour
although if it's less than 1 second long i think i do have some logic issues in there
which is making me wanna revert it again lmao
oh lol, so it should always be longer than 1s? maybe you need to floor anything between 0 and 1 as 0?
assuming not done already 😛
i don't store the audio duration as a float so there wouldn't be any flooring needed, which also doesn't make much sense to do anyways, at least to me
i have an idea of what the issue might be coming from but i'll try and fix it later
Hi, I was wondering if there is a way to make the masked sometimes use random skin with this mod so it won't be as likely for there to be multiple clones of the same player
just playing some more now in an organic setting and it's been about 2 hours
only 18 of the clips recorded are 0 duration!!
that seems really good!
it already does this for natural spawns
yeah actually should be fixed in the latest experimental build (v0.0.34)
in that case if everything works properly you shouldn't even have a single 0 duration clip
out of curiosity though, now that the min silence duration is 2000ms
does it record your full sentences now
like it doesn't cut off too early or anything anymore?
Awesome!!! I think the next soonest I can get a good test in for this will be in 1-2 days! I’ll play with some friends again and check
I’ll probably have time to check on a dev hash later too! For as long as I can tolerate monologuing to myself hahaha
Yes I noticed this being better yesterday! It definitely seems to be improved
thanks, i appreciate the help testing it 😄
niceee good to know it's working better
Of course!!!! I’m happy to help!!
Yeah!! There was even some clips that were like 14s long which is awesome haha
I’ll try and make a point to listen to those ones next time
Thanks for all your hard work on this!! Definitely can’t imagine these are easy problems to solve
I’ll try and grab clips too if I remember so you can see
oh the problems are actually pretty simple to solve, what's actually difficult is figuring out the exact area that's bugging out, and the community's been really helpful regarding that
so all the reports of issues with hints of what the issue might be coming from is making my job waaaay easier
sounds good!
You are not welcome
just did a quick test on my own
there's only one 0 duration clip now on the latest experimental
I'll try and get a better test in later this week with some friends again! There was a good range of clips too, 1s to 8s long
here's a minute long clip of what the recordings sound like for me
it's looking good though!! exciting!!!
Hey! it's been a while since I played and the config changed
if this config considered old/should be deleted?
(these are all 3 related configs to mirage I find)
it's not cutting off mid sentence still is it? e.g. at 0:28 the sentence ends with you saying "andddd...", just curious if you intentionally stopped or if the recording cut it off itself
niceee sounds like it's more or less gonna be good enough then, and might not need a revert
yeah delete Mirage.cfg, the other 2 are the new ones
Now if we can just get the voice repeating fixed we'll be gucci
that's prob gonna be a really hard one to fix sadly
since i still haven't been able to reproduce it 😔
Well I will tell you yesterday when I had it for an entire session, we had landed and looked at shy guy so we backed out, I deleted the save and made a new one
Cus it was just instant invisible shy guy on first day
lol
So maybe with the steps of landing the ship, and backing out then making a new save will help?
pretty sure ive already tested with similar steps to that b4 and it was fine
There's definitely some oddity happening with the playback system, how did the old mirage use playback? It could just be when it's hooking into the game
Or some line of code is missing you had before
It seems like a relatively simple fix I feel like it's some oversight that sometimes decides to rear it's ugly head
almost all the bugs are simple fixes actually
just that finding out how to reproduce it is the hard part
especially for this one
It’s pretty good! That instance was more like my just trailing off mid sentence haha
The one that did cut off was the one right at the end of the recording
I’m personally not super concerned about it since it seems much improved
I wonder if it’s possible in those cases for there to just be general game stuttering during recording that might cut things off early by accident
The one that ends with “we’re here—“
I’ll have more time to test it out tomorrow I think with more people and report back on what that’s like too!
Is mirage supposed to continue recording stuff when ur in the ship in orbit?
nah that probably is just mirage cutting it off, but if it's not very often i guess it's not really a big deal either
sounds good, thanks again for the tests 😄
Sounds good, let me know if there’s anything I can watch for in the logs that might give hints for that
nope, it only records after the ship doors are opened in order to avoid lag while doors are opening, since it causes the recording to sound weird
nah there won't be anything useful for that in the logs, if there was anything it'd just clog up the logs so mirage barely shows anything
Was that added in the latest update? I haven't updated yet
yeah it's in the latest update
ahhh i see alrighty then
well since the time miragecore was added in at least
definitely not this, i just went to test this just to double check and it still works fine
actually impossible to replicate :(
Try it with my pack, I'm wondering if it's a multiplayer specific issue
Maybe try getting someone to join you and see if it repros
Cus it happened when it was just me and Jacu playing
But I swear I've had it happen solo too
Maybe it just doesn't happen in lan for whatever reason?
Lan does work differently
don't think so, not for an issue like this at least
ive been having this issue where maskeds just dont seem to spawn at all. ive noticed that i havent seen any since the update with the new logo, but only now with testing ive realized they just dont spawn ever. i dont have them disabled in LQ, i havent made any changes that would have anything to do with them since the mirage update, and i tried reinstalling mirage entirely. in this log i installed imperium to see what enemies have spawned, bumped up the masked spawn chance to the max, then landed on a moon and waited out the whole day, couldnt get any to spawn. profile code incase its needed: 01926ef8-8e62-a14a-c925-7ef062655d0c
i don't have time to debug any modpacks sadly. but could you try MirageExperimental? i changed a bit for custom spawns in there, so i'm just hoping that'll work for you @chrome skiff
sure, ill give it a try
it doesnt seem to have made a difference sadly, still couldnt get any to spawn. i even tried on a moon that has maskeds at the highest spawn weight (atlas abyss) and still nothing
Did you see that the new mirage update has a new config?
yes, i deleted the old config and use the new ones
Perhaps prior to the update, whatever config you had before was forcing them to spawn regardless of your LQ config, even if they actually wasnt supposed to spawn or something
Maybe now you need to add them to the list of enemies on the moon?
Try adding masked to the list on a moon with a really high weight
Also check what their spawn cap is (both in LQ and the mirage config), check it isnt accidentally 0 or something idk
Thats all i can think of besides just disabling mods until it works
so adding masked to a moon and setting their spawn weight to 100 worked and made them spawn. the thing is, i already have masked added to the list of enemies allowed to spawn under global, so i guess that means i have to set their spawn weight in lq or else they wont spawn :/, i wish there was a way to just have mirage override lq lol. im not really sure what to set the weight to, i would like it to just be the default 2 percent mirage has
would i have to edit each moons spawn weight individually for that?
ive decided on just not using lq for now, i was only using it to prevent some disabled modded enemies from still spawning but it doesnt seem to be a problem anymore. masked spawn like normal without it
huh interesting, i must've broken something then cuz i remember it being compatible with LQ before
Hmm I added LQ to my mod hash recently too but I’m not sure if I’ve played enough with it yet to notice this
I’m planning on playing a bit later today so I can try and bump the spawn rates a bit and see if we find mimics or not
ah bet lmk how that goes
Damn I forgot to send a screenshot of my recordings
I played for about 2 hours again today and there were about 10-15 empty clips out of about 250-300 recorded
I'm using LQ and Mirage with spawn control = true and spawn chance = 25 and I definitely saw quite a few of them today so I'm not sure if there is a conflict between those mods but it's possible I need more specific configs to see it
I have a couple clips too
I definitely saw at least one mimic that didn't say anything still
but then I think most / all the mimics of me were talking
also had some odd desync issues with mimics for some reason where some mimics were invisible for one player but visible to another (not saying that that particular thing is mirage related, but just wanna put that out there because you'll see it in the clips)
I would take the desyncs in the clips with a grain of salt still but I think the clips do show better what recording/playback is sounding like
sentences seem to be recorded much better! didn't have any issues with weird cutoffs that I could tell
yeah i used to use LQ with mirage and was fine as well
niceee looks good enough for me to push an update soon then
i guess the only main issue left is that sometimes voices will randomly repeat for people
@solemn ridge how often does the repeating thing happen for you nowadays?
y'know what screw it i'll just add a config for the min silence duration actually
even though it'll complicate the config a bit
might as well just have an option for ppl who do want to change it
Mirage v1.11.0 is released:
- Added two config options
MinSilenceDurationMsandMinAudioDurationMs, explained in their descriptions. - Fixed an issue where recordings would end abruptely, even though the user didn't finish speaking their sentence.
- Fixed an issue related to
Enable spawn control (masked enemies)being enabled. - Thanks to @vivid yoke for all the feedback while testing the experimental build for the past week!
Pretty frequently but it's also rng it's just gotta be a small error somewhere or maybe it's cus of the bug you fixed with clips ending abruptly, when the repeating issue happens it sounds low quality the first time and then when it repeats it sounds like it's properly playing it
It also doesn't play the full voice clip the first time
Only part of it
Before it repeats
rip... yea i still have no clue what's causing it so that bug might exist for awhile
Thanks for looking into all this! Since the latest version I’ve played like 10h and have noticed on average less talking from the Maskeds
Didn’t do any digging into the files so I appreciate you all looking into the bug that’s causing it
now just gotta figure out what's causing the voice duplication issue 😅
I think my group may have had this issue, but no one has mentioned it so I don't know if the others have noticed, but I like it because it kinda makes them say new sentences without actually making new sentences? if that makes sense? so it's a bit more likely to trick someone if they were present for when you actually said the line they're repeating, cos it's different
This might be a smoothbrain idea, but would deleting voicelines that have already been played be a potential solution for the repeating lines issue?
I tried to go to a level with multiple maskeds a few times but every time all of them copied my skin
Could it be possible that you have another mod that could be conflicting with Mirage to cause this?
Are there currently some known mods to cause this?
I’m not personally sure of any, since I haven’t experienced it myself (maybe someone else has though!)
If you give me your mod hash I can try rule it out!
Assuming you’re using r2modman, you can export your mod profile as a code so other people can use it!
I installed the mods by downloading files so I guess I don't have one
This is what console looks like when they spawn
They still pick random skin from a random player so they are not stuck to only using host skin but they don't use skins not used by players and using non-custom model didn't seem to change it either
everyone does have the mods installed right? just making sure.
yea
What are the recording settings with the new config? I don't see anything from the last versions before the config update.
Mainly in regards to Deleting Recordings, ImitateMode and MuteLocalVoice
nah pretty sure it's a playback issue somehow, also wouldn't be an ideal solution anyways since a voice clip should be reusable
is this happening for anyone else? it was fine last i checked
it should be somewhere in Mirage.General.cfg i think
The only options I see are delay, recording while alive/dead and then mask spawn rates
i see the option just fine
so i've confirmed it's indeed not because of pitch, so RandomEnemiesSize mod is completely unrelated. that being said, do you remember how often the repeating voices issue was happening? Lunxara said it only happens for certain voicelines, is this the case that you noticed as well?
I don't remember too much. I was watching two streamers play and they both had the issue
So I haven't been keeping up, how is mirage looking atm ? is it working as intended ? ^^
On the topic of random enemy size, it also seems to cause corruption in the audio when it's pitched. I notice it in lunxara's pack a lot, where it sounds like the voices randomly get "peaks" anywhere from ~14000 Hz and up
Yeah I'm just gonna turn off the randomenemiessize voice pitch stuff I think
Min and max pitch can also be changed
Maybe min should go no lower than 0.8
It seems to work fine with low pitch, it's high pitch where it breaks
Ah
So the deep voices have issues
You could do some testing with the values and see where it becomes problematic
I'm interested to see if 2 would be okay
It might be an issue of unity itself struggling with playback, because the corruption sounds similar to what I experienced when making Goofy cruiser and compressing the crap out of the radio music
Probably
Might be better to just leave influence sound off in that case
Or remove the mod if we aren't feeling it anymore
If you can nuke resizing of mines and the voice pitch I think it will work fine
Speaking of, I think Turret max size should be reduced, cus 1.5 often blocks off doorways
I'll lower it to 1.2
Never had it block doorways yet, but aight
I have a few times
lol
Always in Vanilla Facility too
XD
I'm talking about these options from the old config
So what are the default settings for those?
NoRepeat, false, false
well the last option is still a thing, it's just in the LethalSettings menu
anything in lethalsettings isnt synced
since those are personal preference
everything inside the configs are synced though
@young kestrel
hello, are you going to switch to lethal config in the future?
no it doesnt have the functionality i need
I understand that, but having Lethalsettings installed opens the Lethalsettings menu directly when wanting to go to the settings, players must press return in order to go the the vanilla settings (only once, after that everything works)
That's not a big issue but it's something that can frustrate some players that just wants to open the vanilla settings
didnt frustrate me, but i have to admit i was initially confused as to why i couldent see vanilla settings lol, (i should add..now im used to it though, makes no difference to me where the settings are, i just need to relay that to my group when each person plays again for the first time since the update)
checked their github this is what i get
i saw a 2week open one asking the thing but who knows
lmao what, he just closed it as not planned, tf
What was it? Maybe we can get it to be implemented
Maybe they didn't understand the issue and need a picture diagram of what is happening vs what should happen x.x
Is he on discord?
@ willis81808 <- ? dont want to ping them, but that seems like them based off the upload name and discord name xD
Ok, let's try it
@wide bramble Hello sorry for the ping, can you confirm you are the lethalsettings dev?
Yes I am, and I closed the issue as not planned because it’s not planned
Mostly because no updates are planned. I don’t really play LC anymore :/
you are welcome to fork the project and change that behavior yourself, though
Or make a PR. If somebody went through the effort to do that I could at least make the time to review it and publish a new release
Nice thanks for the answer, for now i don't know how to fix it so i hope someone will take time to do that
well, upon looking into it, is this not because of the postfix patch right here? https://github.com/willis81808/LethalSettings/blob/main/Patches/MenuManager_Patches.cs
A framework and centralized UI for Lethal Company mods to register and display custom settings and configuration - willis81808/LethalSettings
basically what i want it to have configurable settings where i can subscribe to value changes, and run a function whenever said value changes
so pretty much exactly what lethalsettings does
Could be that. If I understand the issue correctly it may be as simple as disabling the menu after instantiating it
If by disabling you mean closing the menu then yes absolutely, also to give u more context i also found this other open issue that describe the same thing https://github.com/willis81808/LethalSettings/issues/6
I don’t remember that behavior happening when I made the last update to the utility, I wonder if a LC update somehow introduced the behavior. Automatically opening the first time you go to game settings was not intended behavior. What /was/ intended behavior was the following: navigate to Settings > Mod Settings, then exit by pressing escape, then the next time you open settings it goes directly to mod settings
My response to the closed issue was describing how that aligns with the vanilla behavior of existing settings sub-menus (such as the controls menu)
Am I to understand that the unintended behavior I described above is what’s happening now?
Ohh ok that makes more sense now, i didn't understood your issue message then i'm sorry
well, right now when you navigate to Settings you don't even need to continue to > Mod Settings because it opens automatically the first time even if you never opened it before
Upon closing the vanilla Settings menu and opening it again this does not happen
let me grab a video clip
Ok yeah, that sounds like unintended behavior, and I think should be simple enough to fix. In that case I can probably reinstall the game and set up my modding env to test a fix for it.
I had misunderstood the current issue and just thought it was a matter of personal preference about the intended behavior, but I see now that it’s something different (but related)
Honestly I’m surprised that everything else is still working as intended without any updates for 10 months 
lmao, im pretty sure majority of players didn't even know about your mod before the Mirage update
Yep. That’s definitely not right
Thanks for that, happy to hear that its going to be fixed
oh btw this also happens with the quickmenumanager while in game https://github.com/willis81808/LethalSettings/blob/main/Patches/QuickMenuManager_Patches.cs
Published v1.4.1 which fixes the issue in my testing @gusty remnant
Sorry for polluting your thread, @deft cape ❤️
Ok testing it right now
Thunderstore hasn't synced with r2 so I think you'd need to manually select it from the versions page
Yep im going to do that
Looks like it's working fine, thanks!
thanks for the update 😄
Hi! Noticed that masked have stopped talking recently, been getting this error while running mirage and being near a masked: [Error :qwbarch.Mirage] Error occurred while mimicking voice: NAudio.MmException: AcmNotPossible calling acmFormatSuggest at NAudio.MmException.Try (NAudio.MmResult result, System.String function) [0x0000a] in <1de6b66de24a4618bd8723db1cfe545d>:IL_000A at NAudio.Wave.Compression.AcmStream.SuggestPcmFormat (NAudio.Wave.WaveFormat compressedFormat) [0x0003f] in <f178471da6cb4e6b9dbad166e9b46bdd>:IL_003F at NAudio.Wave.AcmMp3FrameDecompressor..ctor (NAudio.Wave.WaveFormat sourceFormat) [0x00006] in <f178471da6cb4e6b9dbad166e9b46bdd>:IL_0006 at Mirage.Domain.Audio.Receiver.AudioReceiver (UnityEngine.AudioSource audioSource, Mirage.Domain.Audio.Frame+PcmHeader pcmHeader, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] onFrameDecompressed) [0x00069] in .\Mirage\Domain\Audio\Receiver.fs:52 at [email protected] (Microsoft.FSharp.Core.Unit unitVar) [0x00029] in .\Mirage\Unity\AudioStream.fs:65 at Microsoft.FSharp.Control.AsyncPrimitives.CallThenInvoke[T,TResult] (Microsoft.FSharp.Control.AsyncActivation`1[T] ctxt, TResult result1, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] part2) [0x00005] in D:\a\_work\1\s\src\FSharp.Core\async.fs:510 at [email protected] (Microsoft.FSharp.Control.AsyncActivation`1[T] ctxt) [0x00000] in <e3e3163e79312fd2863cf9cbc3c9d161>:IL_0000 at Microsoft.FSharp.Control.Trampoline.Execute (Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] firstAction) [0x00017] in D:\a\_work\1\s\src\FSharp.Core\async.fs:112 I am running windows 11 and have tested it alone using imperium.
could you try deleting the saved audio as a test? there should be a folder called Mirage inside your lethal company folder containing the saved voice clips
as far as i can tell that error has to do with a missing codec, but it should be there on windows 11
Found the folder, deleted the recordings folder and any sound file i could find but the issue persisted unfortunately. The sound files were able to run on the default media player though. I am running the mods and lethal on the f: drive incase that could affect it in someway. It did work before so i could try an older version to see if that still works and report back.
whats the last version that worked for you?
you could try v1.8.2 to see if that works
although it's weird cuz i dont think ive ever changed the codec it uses
I downgraded to 1.8.2 and installed barchlib and weirdly enough it worked!
I've had no issues on my end, strange
My friends don't hear them either but i dont know if it's because i'm running the server. Otherwise i can look into their logs later in the day.
Been doing some testing and it seems like i'm the only one affected by it 😭.
I see that "ImitateMode" config setting is gone. So what is it now? No repeat or random by default, or something else?
u mean like, with the latest version only you run into that error, and it works for everyone else?
it's set to NoRepeat
Yes this is the case, not sure what the problem could be tbh been trying different recommendations around naudio online.
naudio is a library that mirage uses so i doubt you'd be able to replace it with anything
do you happen to run windows 11 on a vm or anything?
It's on windows 11, not running any virtual machine or anything on it either.
hm odd no idea why that error would even happen on windows 11 to begin with
lol, I was playing I want it that way to test some sound issues, and monsters starting using it. 😄
where can i change the recording storage settings n stuff
i dont believe theres a config option? I think theyre stored in steam lethal company directory so if you wanted to ig you could change the install location of lc.
is there a way to blacklist certain players from being copied? Im trying to play with this mods in a group but one of my friends arnt comftorble with being recorded
Idk if its this mod aswell but i think wendigos has a setting in lethalconfig
If its a privacy thing, let them know the voice isn't being stored on a server or anyone else's pc, its all saved locally in their mirage folder for it, and then mirage retrieves that audio when it wants to play a clip
I dont get how to use this mod haha, can someone give me a guide?
like do i need to record the voice myself?
Once installed, when you are playing, the game will listen to when you or your friends speak and record their voices (locally), and then randomly enemies will replay this audio (synced for everyone)
For testing the mod to see if its working, you could lower the interval in the config so they yap alot, and see if after you speak they start repeating things you said.
You dont have to do anything yourself really, though there is a fair bit you can customise.
not yet as of now, but i could add an option for it since that's simple enough
i removed a bunch of the config options since it was a bit redundant
@tawdry hill lmk if you still need a blacklist thing (or if anyone else needs it) and i'll add it
just dont wanna add it rn unless it's something that's still needed
does everyone have to adjust spawnrate on the serer?
Been using Brutal Company and one of the events spawns a ton of Masked
It’s so good with Mirage
Like 8 Masked coming at us in a group all saying random shit from the night it’s hilarious and hard to keep track of who’s real
I should get a clip
Host, other users should be using the same settings afaik
Yeah I would like that too to blacklist so I won't be able to hear their voices just because there's some people that can't hold their tongue even if I live stream
My question is, do voices play at the same volume by default when the player speaks?
But I hear myself too loud...
i mean if i add a "blacklist" it wouldn't actually be a blacklist, it'd just be an option you enable on LethalSettings for disabling your mic from recording
which would solve the problem fred was having
for monsters mimicking your own voice, you can change the volume of that in LethalSettings
for monsters mimicking other people's voice, it already follows the volume slider in-game
this would definitely be the better way to do it rather than a blacklist
does ur friend at least know that their own recordings are saved locally on their own computer and not elsewhere?
recordings also get cleared out and deleted when you exit the game application
ah fuck i just pushed an update but i forgot to add this
just gonna do it on the next update unless there's more requests for it
kinda lazy to add it rn
where can i change masked spawn rarity ? i cant find in lethal config and setting
I believe that’s done via LethalLevelLoader
That config allows planets (and custom planets), dungeons too I think to change the enemy spawn rates. That’s how Atlas Abyss adds more mimics I think
No it’s in this mod’s settings he overrides it
Look at the manage config
Hey, is there anything I gotta do for the other enemies to talk using Mirage?
Yes look through the configs you have to enable other enemies talking, should be easy to find the settings (one per enemy) but if you can’t let me know and I’ll help you find them
oh yop, i found it, had to actually play once for the config to add enemies
so I can't change it ?
You can in this mod’s config sorry wasn’t clear
I haven't checked this mod in a while-
But-
Is mirage support for modded monsters been updated??
I can just tell you here
Assuming you’re using a mod manager just click “config editor”
Then type in Mirage
There’ll be two configs one for enemies and one for general settings
Click the one for general settings and look for the spawn rate setting, I believe it now defaults to 2%
Change it there and save
Yes but you need to launch the game and enter the ship with the enemies added for the config to generate, in the enemies config
Ah okay
I used this mod before nice to see it have it be editable for specific modded enemies instead of just a toggle for all modded enemies in general
which file for mirage is considered to be the main one? for editing config
Oh yeah if you’ve been using it for a while there’s a deprecated config, they renamed the config file
I hav a question. the Config, does every player have to set it up for themselves or is it okay if only the host has it configuered?
Its pretty much preconfigured
When you run the mod the first time it auto generates the config file
have a bit of time to look at some bugs right now. anyone have this issue? https://github.com/qwbarch/mirage/issues/95
and this one as well? https://github.com/qwbarch/mirage/issues/99
Sorry I've been running on the old version. Feels like it captures better for us and has the death to mimic config 😄 (Zombies causes to many issues)
I tried updating and it wasn't the same.
i heard you have the repeating issue that lunxara has. is that related to it capturing better for you? or is it just in general, with what it records?
The recordings were not as great for us.
I'll run some tests tomorrow.
how would you describe the recordings being worse? is it cutting off too early?
im just wondering if it's worth keeping SileroVAD still
Yeah just feel like it would cut off to soon.
Mimics only saying partial stuff compared to old version and them saying full sentences
If you feel it's causing issues you could remove it, but that's up to you
what's the latest version you've tested? i'm surprised this setting doesn't fix the issue of cutting off too early, after i bumped it to 2000ms
I generally use DissonanceVoiceSettings to deal with keyboard audio coming through people
yeah im thinking about it
Like I said I'll run tests tomorrow in case that was before this
I mean could it be added as a config option that requires a game reboot if need be?
version 1.8.2 still just to me felt so good.
that's the main mystery i've been trying to figure out with lunxara
thats not really the issue
yeah im trying to get it back to that, feature wise
or "feel" wise
Hopefully I can give you good results tomorrow I'll get someone to come assist too in testing.
sounds good, thanks!
Np.
Also.....Any Chance I can bribe you for that config back xD
Death chance to become mimic xD
He wants the option for people to come back as masked back cus Zombies is buggy
ah
Which I can confirm, Zombies has broken the game in a lot of weird ways
It literally hightens the experience. When talking to someone in the other room and they die but you don't know they turned to a mimic cause they are still talking lol
funny that u like it cuz most ppl i've met hated that feature 😂
even my friends dont like it lmao
seriously?! Its like the best feature. We love it.
it is so funny, and sometimes scary af xD
to be fair i think it's just cuz it was initially at 100% spawn chance
and that made ppl hate it forever
Yeah I set it to 25%
if i do re-implement it i'll probably just make it as a separate mod but i'll see
I would love you forever lol.
if anyone here gets this error and is willing to help run some tests, please let me know
been getting reports of this on github and i'm trying to figure this out
i miss the feature.. people who hate it can just leave it off (and it be default off), i prefered the old configs xD
i'll def think about it after i fix some bugs
some of these bugs are head scratchers
haven't been able to replicate the bug on my side at all
Sorry had some work stuff come up today and wasn't able to run tests like I wanted to D:
no worries 😄
Is that the same error i posted before? If so i can help with testing if you would like to.
oh sick, ive been trying to figure that one out since i haven't really changed much that should cause that error
@trail saffron do you mind trying out MirageExperimental's latest version? i tried fixing what i think might be the issue but i'm not 100% on it
dunno what mod that is but it's probably because the prefab isn't valid by the time mirage reads it
Np! send me a @ if you need some more testing and ill keep notifications on.
Every time the sound setting of your voice is lost by 100% 😅
You have to change it manually again in Settings
Or turn off the ability to hear yourself
u mean like, it resets back to 100% every time?
In Settings yes
When they update the assembly with code again
For some reason it resets
you mean when you update the profile code? that shouldn't affect the settings since it's supposed to a global setting
i'll take a look at it later
I'll check again
To make sure
But now it’s already 8:13 for me to go to bed, and I didn’t even go to bed 
no worries
@trail saffron do you mind testing it again when you're able to? MirageExperimental v0.0.45
edit: i forgot to mention, this specific version changes it to save/read as an mp3 rather than a wav, so if you have the setting to never delete recordings, you'll have to delete the recordings folder since i forgot to add a runtime check for it
@atomic seal also could you go into the game, change the volume in mirage lethalsettings, and then send me your logs? i just want to rule out whether or not the issue might be coming from file permissions (i can confirm it works fine for me so i'm assuming it might be file permissions)
I'll check later, not at the computer
Everything is the same @deft cape
I first demolished the ZeekerssRBLX folder
After which I downloaded everything again, used the experimental version
I put 50%
I saved the code - deleted the ZeekerssRBLX folder and the entire profile again - downloaded it again using the code, clearing the old cache in Steam Lethal Company and checking the files before doing so, just to be sure
Uploaded again - also reset
Why can’t this be transferred to the config itself for?
@deft cape The latest experimental release fixed it :D! Awesome work!!
What was the problem? 
For my problem qwbarch mentioned changing the save/read from wav to mp3. Strange that it was an issue on my desktop. I tested a bit yesterday before bed and noticed that skinwalker didn't play recordings either, to my knowledge it also uses wav.
nice! gonna push that update soon then
@atomic seal can you go into the lethal company folder -> Mirage -> settings.json
right click and then go to properties and see if this file is set to read-only?
because a config is shared with all players when sharing a profile code, while these are per-player settings
I'll try later!
But this is only in the game folder...
It doesn't mess with the code
Now I know where it is kept
I sometimes manually cleared it, now it’s clear why it reset
But it would be better - if in the future these settings can be transferred using the assembly code
no that's the point
each player has their own preferences
it's there so it's not shared
We played together
that should be fixed in the v1.12.0 (the update i just pushed out)
to anyone who wanted the old SpawnOnPlayerDeath mechanic, it's now released as a separate mod: https://thunderstore.io/c/lethal-company/p/qwbarch/MirageRevive/
@umbral maple btw feel free to use any of the code from MirageRevive for Zombies. if you do use it as a reference and you don't understand it because it's in f#, just ping me and i'll break it down for you
Thanks, I think I am able to understand it well enough but I'll lyk
i dont see the no delete voice config where is it ? @deft cape
oh sory found it lol
What's are like a good config number for the voice delay min and max to where it's like almost automatic or like reactive to really people
wtf is a nasked 😭
nasked >:3c
masked but evil
oh it's so peak
is it just the revive on death thing? so this doesn't have the voice mimicing n stuff?
yes its only the revive on death feature
Oh barch you beautiful beautiful man
the mod doesnt seem to generate a config file, and the settings with LethalSettings are client side only
It should generate two, the general and enemies cfg
Does it not show up in your config manager
you have to load into a save file first
it won't generate on game startup alone
well i created a new save and it didnt make the configs
interesting
not sure then 😭
it should do it there but maybe something is missing
bruh i guess i'll wait for an update ?
create save, play a moon, leave game, edit config, delete test save.. works fine.
Hello i have a issue, the audio recorded is played twice in row everytime and it's a little annoying, any idea of what settings i should tweak ?
it seems like after the most recent update recordings are being picked up with push to talk enabled while you arent holding the push to talk key. i always have push to talk on and i was testing some other mod and kinda talking to myself, a masked approached me and was playing back my voice despite never having pressed the push to talk key
@deft cape
anyone that's having that issue where audio sounds choppy at times, how often does it happen for you?
that's a bug that lunxara reported, i'm working on it
Honestly when you fix the choppy audio bug it might fix the repeating bug
choppy audio bug is a recording issue tho
Cus the choppy audio is always when they say something and abruptly cut off then they repeat it normally in full after
Hmmm
oh what i thought it says something twice
No they'll say part of a sentence
i guess u were just describing the choppy audio bug the whole time then xd
i thought you were describing something different the whole time so ive been trying to fix something completely different
No choppy audio when they repeat it either
Yeah so when you fix the choppy audio it might finally fix it
well that is the choppy audio bug
i just thought you were saying something else
cuz from what i understood the repeating bug was that it plays a voiceline, and then repeats it right after without waiting enough time
Bruh I kept telling you the audio would sound choppy or corrupted then they would repeat the line in full after
I guess you just misunderstood
:3
i mean the way you explained it was kinda confusing i can't lie 😂
cuz u said it repeated
choppy audio bug just cuts off
I mean cus they would start the sentence over again after and play the line in full
Lol
damn all those days i was debugging something nonexistant LOOL
i was testing all these different things with delays
Lmfao at least you finally know what it is and you'll have it fixed
it's no wonder i couldn't figure out how to test it as well
since i thought the bug was something else that didn't exist
😂 I mean it was a repeating bug just not the way you thought it was
that's why i wanted an audio clip to be fair 😭
would've instantly known if i just heard it
oof
btw @solemn ridge is the playback volume (for mimics using your voice) the same as the older mirage version?
I had to tune it a bit lower compared to the old one but yes
with old Mirage I lowered it to like 50, with current I had to do 25
so after tuning it down it's still fine right
what's the current volume you have it to
ah
Ye
i think i need a better default volume
because a lot of people have been saying it's really loud
That difference is probably just cus MoreCompany makes voices louder and your own voice is affected now
morecompany is so commonly used i'll just set it to like 50% by default i guess
too lazy to do a runtime check
i do want to try and figure out a fix without removing SileroVAD directly though
so this fix might take a bit
but at least now that we're on the same page
i actually know how to approach this now
tomorrow i'll push a fix for this
but for the choppy audio issue it'll still take a bit
For me it's like three issues at once
Repeating
Cutting off the first time
And a major case of crackling
Like every game
Repeat / Cut off records
gotcha
could anyone who's able to, and have been experience those cutting off issues, try to test MirageExperimental v0.0.46? (just pushed this so it'll take a bit before TS allows it to be installed)
not sure if anyone has mentioned this or had the same issue but with the new update affecting push to talk I will get enemies just playing mic static from my background noise and any noise I make without pressing push to talk. I think that was intended but it's not good for me
would love a way to revert to the old behavior
Try using the Experimental version
I believe it has the fix for that
Otherwise downgrade to previous build
yeah I guess I could just downgrade. I'll check the experimental version too, thanks
the experimental version does in fact fix it for anyone else with the same problem
I'm kinda curious, is it possible to show the mask on a masked when they attack? Similar to Masked Enemy Overhaul.
Unless I misunderstood the show maskedtexture config option, I always assumed it showed the mask regardless of the situation when that setting is on
is the problem of a voice clip repeating itself known?
My masked are saying the same thing twice
It is known
You can try MirageExperimental and see if that fixes it, it's deprecated on thunderstore but still works
trying to figure that out
it's not fixed on experimental
so there's two issue i'm going to be trying to figure out, based on reports i've got from glitched npc and lunxara:
- sometimes voice clips will repeat without a delay
- massive lag issues since the last version for larger lobbies
going to be looking into both of these
had some errors pop up in the log regarding mirage, didnt actually witness any issues ingame, though did have some FPS drops, maybe that was caused by mirage, just wasnt attributing it to mirage as it happened at weird times.
either way, hope the log helps fix any issues (the last error i found in the log was a null ref error of some sort.)
the only null error i see is from MirageRevive, which seems to be from pulling the wrong prefab (seems to be a prefab that extends from MaskedPlayerEnemy and is null for whatever reason, but pointing to the proper masked prefab should fix it anyways)
im gonna run a profiler to see where the performance problems is coming from. apparently it's only for 3+ player lobbies but i haven't confirmed that yet
? is this mirage revive then? xD
Stack trace:
Mirage.Domain.Audio.Receiver.onReceiveFrame (Mirage.Domain.Audio.Frame+FrameData frameData, Microsoft.FSharp.Core.FSharpOption`1[T] _arg1) (at ./Mirage/Domain/Audio/Receiver.fs:66)
[email protected] (Mirage.Domain.Audio.Frame+FrameData frameData) (at ./Mirage/Unity/AudioStream.fs:69)
[email protected] (Microsoft.FSharp.Core.FSharpOption`1[T] frameData) (at ./Mirage/Domain/Audio/Sender.fs:62)
Microsoft.FSharp.Control.AsyncPrimitives.CallThenInvokeNoHijackCheck[a,b] (Microsoft.FSharp.Control.AsyncActivation`1[T] ctxt, b result1, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] userCode) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:528)
Microsoft.FSharp.Control.Trampoline.Execute (Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] firstAction) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:112)
--- End of stack trace from previous location where exception was thrown ---
<StartupCode$FSharp-Core>[email protected] (System.Runtime.ExceptionServices.ExceptionDispatchInfo edi) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:1798)
Microsoft.FSharp.Control.AsyncPrimitives+StartWithContinuations@1188-2.Invoke (System.Runtime.ExceptionServices.ExceptionDispatchInfo x) (at <12b89e0ba184665de418f7f4c173580f>:IL_0000)
Microsoft.FSharp.Control.Trampoline.Execute (Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] firstAction) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:138)
<StartupCode$FSharp-Core>[email protected] (System.Object o) (at D:/a/_work/1/s/src/FSharp.Core/async.fs:181)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0002)
UnityEngine.UnitySynchronizationContext.Exec () (at <e27997765c1848b09d8073e5d642717a>:IL_005D)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <e27997765c1848b09d8073e5d642717a>:IL_0014)```
oh i saw a different error
that should be harmless since it only happens when you leave to the main menu IIRC
ah ok, didnt know, np, as i said, didnt see any issues, just saw an error!
@deft cape hi, i have a suggestion
could you add a thing where you can add custom audio files to the mod that can play alongside players voices?
i had so many funny moments from playing stuff on a soundboard thenhearing it in game in perfect timings
technically you could do that yourself already
if you enable Never Delete Recordings in LethalSettings
the recording folder never gets deleted so you can just drop .mp3 files in there
And you can just play soundboard soundboard over and over by your self while the group is away
anyone who's having any issues with mirage, please try out MirageExperimental v0.0.59
- i've ironed out some performance issues, and when comparing my fps compared to Mirage v1.8.4, the experimental version has a higher fps.
- the repeating issue that's present in the current version of mirage should also be gone, but i'm not 100% on that since i'm not really able to replicate it myself.
- lethalconfig support is also added for
Mirage.General.cfg. if you need to modifyMirage.Enemies.cfgyou'll still need to do it via your mod manager. - lethalsettings is now a soft dependency, where mirage can still work with lethalsettings removed. lethalsettings will still be marked as a dependency on mirage's thunderstore package, since it's the intended user experience. if lethalsettings is removed, users will need to modify their
settings.jsondirectly from their text editors instead. - errors when moving back to the menu should no longer occur anymore.
also if you are someone that uses MirageRevive, let me know if you're still experiencing any issues
i'd also like to know: what volume do y'all set this to? i heard from lunxara and glitched that 50 is a good value to set it to as a default.
looking to change it to a better default since people are saying the default (currently at 100) is too loud
I have mine set to 80 fwiw!
thanks, would like to see more of what ppl use before deciding if im gonna keep it at 50% as the default
i have mine at default cuz i keep forgetting about the lethalsetting
i think ill have it at 75-80 personally
seems like 100 is indeed too loud
lmk if you also prefer 80, perhaps 50% might be too low
i having mine at 90, yeah 100 is too loud
Well, I also set it to 50
Yes, here in general the voice volume system is strange, it’s a pity there is no volume ceiling limit...
what do you mean by this? there is a limit to how high you can set the volume, so im probably misunderstanding you
Never mind
I just play as much as I can
The players are loud and quiet
If only there was a mod that would regulate the volume of voices for everyone
But it's just a dream ^^
Yeah sorry far 50% seems to be perfect. It feels like it matches the in game voice volume of players well and makes it blend a lot better.
sounds good ill just leave it at 50% for now as the default
masked fancam
if you're having issues with the current version of mirage, i highly recommend switching to this for now while i work on the bugs: https://thunderstore.io/c/lethal-company/p/qwbarch/MirageLegacy/
i'm thinking of just deprecating the main mirage package and redirecting to MirageLegacy until i figure out all the bugs
about mirage 1.8.2
I used it once and it spammed a lot with red... it was recording something or something...
I still don't understand :с
can you post a log
Oh, I'll try to play it solo
because before that I skated with several players
maybe this won’t happen now, since I’ll become the host
But in version 1.8.2 you can hear your voice?
Damn, but there is no such setting - to set up copying of voices for each monster, only modded one button :с
yes. if you weren't able to hear your own voice in the current version of mirage, that's probably a bug, or you changed the playback volume of your mimics
yeah that's the downside for now until i fix the current version
Hmm, well, I'll take a look
Although we with players had previously played on the latest version
Until one burped, after which his recording was repeated too often and we grinned in our snot from his repeated burping xD
that's also the problem with the current version
the repeating problem is what im trying to figure out
no clue why that's happening honestly
@atomic seal quick question, the friend where the recording was being repeated, does this friend use voice activity or push to talk?
i think the repeating issue is related to voice activity
I'm not sure exactly, but I think everyone used an auto-on microphone
without Push-to-talk button
I won’t say for sure here
ok i think the issue really is coming from voice activity then
thanks for the confirmation
Why has Mirage been deprecated?
The current version of Mirage is currently bugged. Players have been reporting issues such as repeating voicelines, voicelines being cut off, etc.
I am currently working on these issues and will need time to figure it all out.
Since Mirage v1.8.2 (the old version before the major changes) worked fine, I have re-uploaded it as MirageLegacy.
Please use MirageLegacy until I push an update that fixes Mirage itself.
TLDR; Mirage bugged. Use MirageLegacy instead, until an update is pushed to fix it.
nothing, it's just a readme update to inform users to use MirageLegacy for now
i probably should've mentioned that in the changelog...
but yeah im deprecating Mirage until i fix these issues
thanks debby :D
Why not just upload the older version as a newer(rollback) version until it's fixed? Less manual action on the users part, unless you're wanting to test fixes on the main listing?
mainly cuz i want to leave it as an option still
since not everyone has problems with it
it could be nice to have miragelegacy around as an option even when its fixed too
Mhm, incase people still run into issues and need to switch back
Can't you select a different version in any of the mod managers? I guess not having the marker for updates being available would be preferred though
pretty much this
it's just easier to point people towards the legacy package as well anyways
Everything is fine, I checked it once, there was no spam
Tomorrow we'll test with the players
I downgraded to Mirage 1.8.2 long ago. Personally it was more because of the LethalConfig (in)compatibility
Compatibility was added recently tbh, but relying on LethalConfig shouldn't always be essential
It has some bugs with some mods for example
I know with LobbyControl values don't save unless you change them in the config in your mod manager
Good to hear! It's not essential, but it's handy and upgrading only had downside for me so the choice was easy
I never experienced that though, even with LobbyControl (just tested it)
I do want to say @deft cape thank you for all your work on the mods and listening to feedback. I know the work you're doing is a very complex mod and not easy to make and I understand these setbacks are frustrating for you as much as it is to the community if not more because you haven't given up. You continue to try to fix it day after day after day despite you saying you wanted to stop. You wanted to leave us with something bug free before you stepped away. I do hope you can find what's causing it but if you do abandon it and just leave us with Legacy Version we will not blame you. You've made one of the greatest mods that has given us many great memories with the game. Do not be discouraged by the issues. We stand by what ever you decide to do and you know @solemn ridge and I both will continue to help test any future fixes you do. Just remember to focus on yourself and don't push yourself to hard with this.
oh my god that's a lot of words
Yes cause I want to send positivety and words of encouragement to qwbarch cause even though there are bugs and players may find it frustrating we have to remember this is more frustrating for him cause he is trying his hardest
thanks, really appreciate that 🥺
we love you qwbarch
we love you qwbarch!
we love you qwbarch
we love you qwbarch
we love you qwbarch
So rude to say after someone shows support to someone else smh
he.. said a lot of words.. 😭
My point stands
Its ok it was a lot of words. @eternal bridge didn't really say anything negative in response either and did jump in to show support. Sagey i know you didn't intend it to come off negative nor did i take it that way.
what an interesting mod with a dubious concept
i enjoy this whimsical activity
cann you make verson for lethal company versin 4? please i neeeed
should I be worried about this part or..
it works fine still.
oh i should probably undeprecate that huh
What's the issue with mirage currently?
some playback issues like repeating lines, playback is cut off, etc
you've pulled a classic mrov update 😧
oh dear
Nah it wasn't that bad lol
the mrov effect ™️
how's weathertweaks nowadays
pretty much what winter said
it's noticable enough that it ruins the experience so might as well use MirageLegacy for now until i fix everything
Random link is random
Not quite random. But I thought this was general, for some reason. My bag.
as always - bad
🫡
Just here to say thanks for mirageLegacy!
i appreciate it while the bugs get fixed
So when using MirageLegacy, should we disable/remove MirageCore and MirageRevive as well?
yes, you should remove any of the packages that Mirage uses that MirageLegacy doesnt have
THANKS FOR LEGACY
This might be cheeky to ask, but is there any shot MirageLegacy could get the feature to specify what modded creatures can mimic voices?
I am divided on which i want to use, since i have noticed some of the issues with the latest like repeating voice lines, but it's inconsistent
But having all modded creatures or none in legacy mimic voices is rough
Legacy already allows for modded creatures to mimic, its just the config for which thats really important
also what config option is for legacy there is multiple
so i use this config if im useing legacy right
im just doubble checking because im stupid
yes
would i be good to delete .enemies and .general
if you don't plan to go back to new mirage you can delete them
if you plan to go back in the future i'd keep them
NullReferenceException
uh oh
your a montser
you're* 😈
Does mirage use concrete type BasicMicrophoneCapture or interface IMicrophoneCapture (or even it's not using Dissonance) to listen for microphone data? Currently I'm experimenting to replace basic capture to steam API to reduce lag spikes
mirage not supported ?
use miragelegacy, latest mirage has some voice playback issues that're in need of fixing afaik
see pins
current version (not sure about legacy) uses IMicrophoneSubscriber. i pass audio samples to another thread to avoid doing too much work on the dissonance thread
sadly it still seems to cause the dissonance pipeline to reset quite often so i'm trying to figure out how to make that more efficient
also @vast canyon probably better to just dm me for dev questions since i don't always pay attention here
any changes coming forward will be on the main package itself, MirageLegacy won't be supported
but i do think i'll have a test ready for the main package soon
Understandable
it is legacy afterall
yeah i just dont want to maintain two separate versions
if anyone who's able to help test, please try out MirageExperimental and let me know if the issues from the latest versions of Mirage has been fixed for you
fyi NAudioLame is pulled by MirageCore but is no longer being used so you can disable that
there are additional packages now though, and before anyone asks, they're required for it to work properly
i rewrote a bunch of stuff, as well as replacing the codec i was using (the way audio was being compressed), which also fixes some issues with audio sounding glitched out at times
I see it uses the Opus codec now, how did that improve it in your tests? (Also I will try out experimental in a few)
main issue with mp3 was that it caused weird artifacts in the sound
with opus it sounds a lot closer to 1:1 with wav now
lmk how that goes 😄
I mean if it's been good in your own tests including testing voice activity that's good
Cus the issues were mostly just the repeating and voices suddenly cutting off early
it works more or less fine in my multi-client lan tests so i just need some actual playtests now
Oh for sure, mp3 being a lossy compressed format doesn't help. Uncompressed wav is one of the best formats for clarity
opus is lossy as well but it's a much better codec for sure
uncompressed wav is a bit big still so ive been trying out different codecs and just settled with opus
Gotcha
If unity supported .flac I wouldve recommend that since it maintains similar quality to wav but takes a lot less space
i did look into a flac encoder/decoder but it wasn't as simple to use as the opus library
after tweaking some settings opus sounds the same to my ears anyways
Yeah also due to flac being a relatively obscure format, not a lot of things support it
the issue with mp3 for mirage at least was that occasional glitchy sound, where it sounds like an issue caused from resampling, except the problem still occured even on the highest settings for the mp3 encoder so i just dumped that
to be fair a lot of codecs don't have the greatest support
Hopefully flac becomes more mainstream in the future
there would be no point in using lossless audio for mirage. there's no way you would ever be able to notice any difference with all of the audio effects applied ingame, even if you had the world's sharpest ears
honestly true, as soon as it's played back in game it already sounds like low quality audio anyways
which is why for me right now, opus is the same as wav
mp3 just had its issues that i couldn't fix so i had to switch
was something that plagued the legacy versions of mirage as well, but i didn't realize it was a problem with mp3 until recently
opus should be a bit smaller than mp3 anyway
This is true but at the same time the most I notice masks mimicking voices are when there are gaps between the loudness, and audio glitches can really make it clear who is and isn't a mimic
it's like 1/4 of the size of a wav rn IIRC but i do have it at max bitrate that opus supports
so im gonna be playing with that a bit to see what the lowest i can set it to is
while not giving away the voices as being fake
Mainly the quality I'd want from it is about the same as what dissonance achieves
Since dissonance crunches the audio already
thats probably just an issue with the mp3 codec that i was using honestly
dissonance uses opus as well IIRC
at least i remember seeing something with opus in there
Wouldn't be surprised
just try out experimental when you can and lmk how it sounds cuz it should be a lot better now
100% gonna get complaints about the amount of dependencies the concentus library pulls but it is what it is
Yeah the amount of dependencies is a bit much 😂
Better to make it available separately and not clump it in one package imo, incase anyone needs to use it
^
in the past i caved into what users wanted and bundled them into the same package, but it's pretty terrible practice if every dev bundles the same dependencies
and even worse, if some devs uses a different version that ends up breaking their code because others provide a different version
of course, the less mods = better performance fallacy
Except it's not really a fallacy, for a lot of games that statement is true
it is a fallacy
just because i bundle the dlls into the same package doesn't mean better performance
You're getting the same amount of code anyway so it is a fallacy
I mean true, I just like cleanliness, lots of dependencies looks like ass
XD
Cus you can't seperate them into their own category
sounds like something mod managers can work on
I've just accepted modding isn't intended to look clean
best you can do currently
Rather have something unsightly that works well than something clean that runs bad
how'd u do that 🤔
they're just blank mods uploaded to thunderstore
i also have some of my own on my thunderstore page
not sure
this is just how i have them ordered in the manager which seems to carry over fine when shared via code
oh i didn't know you could move the mods around lmao, interesting
does anyone here even use the MinAudioDurationMs and MinSilenceDurationMs config options? thinking of just removing them to simplify the config again so it's less confusing for the average user
Even though the 'NoRepeat' option is turned on in Mirage Config, the same voice is played repeatedly during the game. Is there a way?
That only happens if few voicelines are recorded
The team talks a lot through in-game microphones, and quite a few voices are recorded. This is a phenomenon where the same voice is repeated throughout.
I think my intention was misrepresented because they said it was the same voice. All audio files are played repeatedly.
I've never had this happen
You don't have both deprecated Mirage and Legacy installed at the same time do you?
Mods are never installed together, as they always delete the Config file and reinstall.
should be fixed in experimental
i would use them, if i had issues ever xD
Would these be talking frequency?
if so ive used these cause sometimes they dont shut up
I noticed it happens when it does really long lines
no it affects how recordings are saved. what you described sounds more like one of the bugs that i couldnt figure out (where sometimes theres no delay between voicelines)
honestly im probably just gonna remove it for now, i dont think ppl are modifying it for the intended purpose and it'd be nice to have a simpler config
apparently experimental is broken according to lunxara so dont run it yet, i need to see whats the issue
was running fine for me so ill have to check lunxaras logs after
just tested again, mirage definitely works by itself so it's probably some kind of mod conflict in lunxara's modpack that i'm going to check out
nvm, turns out there was indeed a slight bug, where if the recording directory doesn't already exists, it fails to create the recording file (basically an issue if you have NeverDeleteRecordings turned off, which is the default
latest experimental version fixes that: https://thunderstore.io/c/lethal-company/p/qwbarch/MirageExperimental/
I believe I had that 2 months ago. had to get all my buddies to boot it up join a lobby and then restart for recordings to work
shouldn't be caused from the specific issue i mentioned since it's only because i switched the audio library
so it's probably something different
pushed an experimental update: https://thunderstore.io/c/lethal-company/p/qwbarch/MirageExperimental/
i've optimized a lot of things. when testing with 5 masked enemies, i have on average 10-20 more fps with less dips compared to MirageLegacy.
do note that the amount of fps you gain might not be the same as mine, as it'll depend on your hardware.
if you're going to run the experimental build, run it by yourself to make sure it works for you first. while the experimental build works perfectly fine for me (even when testing with multi clients), others may run into issues still. lunxara isn't able to hear voices, and i still haven't gotten to the root of the issue for her modpack.
fyi this now depends on MirageCoreExperimental, and is currently awaiting manual approval, so MirageExperimental itself won't work until the core experimental package is approved
Did you test if it works now in my pack?
🥺
ill test rn rq
well
the thing is i tested on your pack last time and it worked for me 🤔
so maybe it's some hardware thing that i didnt take account of
oh right it broke after the 2nd code
I can try sending a new code btw for you to test it on, since I'm making some tweaks lol
yea sure
pushed another experimental update: https://thunderstore.io/c/lethal-company/p/qwbarch/MirageExperimental/
this version (v0.0.68) is purely an optimization update. previously a lot of arrays were being allocated when processing audio, whereas now a good amount of them are pooled.
i'll still be going through more areas where i can avoid array allocations to further avoid any GC issues
if anyone is able to test, please test and let me know how it works for you. i haven't gotten any feedback in any of the recent updates, and i can't fix issues if none of them are reported to me.
it's working quite well for myself personally so if there's no feedback in a couplel days i'll just assume it's stable enough for the main mirage package
I’ll try out this patch! I’m playing the challenge moon tonight so I’m not sure how soon I’ll get to hear the mimics but will let you know!
I just wanna give a heads up that the current Experimental build will not work unless you enable Long File Path support due to one of the dependencies it currently relies on
I would recommend waiting til barch does away with said dependency
Since 99.9% of users won't even be able to use it
thanks, i appreciate it 🥺
didn't know long file path support was required but
that dependency is going nowhere, since it's needed for optimizations
if users don't want to enable it then the alternative is miragelegacy
is long file path the thing of making your computer go over 260 chars for MAX_PATH?
yeah, TIL since lunxara brought that up to me in dms
apparently you can load files for longer than MAX_PATH but that'd require the fix to be part of the mod managers themselves
Well yeah I imagine it's out of the scope of what bepinex is capable of doing
Yeah it was something I had enabled when still on Windows 11 cus I needed it when making mods for Cyberpunk but forgot it's disabled on fresh installs of Windows 10 and 11
and I rolled back to Windows 10 cus 11 24h2 has been a complete dumpsterfire that feels like a broken alpha build
i don't have it enabled and haven't hit MAX_PATH so i just never knew it was even a thing
so the simplest fix for this is actually to just re-upload it under MirageCore with less nested folders
so that's a win for ppl who hate extra thunderstore dependencies even though that's actually not a good thing IMO to require mods to reupload these dependencies when they need them
alright i ended up re-uploading the binaries with less folders in it so it shouldn't require long file support anymore
ohhh thats what those mods were
i thought it would've involved something like changing a windows registry lol
if enabling long file support it's done by powershell apparently (im assuming it does require a registry change, it's just what i was told by lunxara)
powershell probably has a safe command for it
i'm just more used to original cmd and regedit
actual og 😂
@vast canyon i have a question for you since you're always heavily focused on performance. it seems your dms are disabled so hopefully it's fine if i ask you here.
i'm trying to get rid of as much GC contention as possible, and i've gotten to one issue.
for most areas where i'm processing audio, i'm now pooling the arrays, but when it comes to unity rpcs, for example:
[ClientRpc]
void SendFrameClientRpc(byte[] pcmData)
on the sender side, i can still return it to the array pool after calling the rpc method.
on the receiving side however, since it's allocated by unity, i don't have the option of returning it to the array pool.
do you happen to know or have any ideas on how i could potentially avoid so many heap allocations here?
i'm assuming there's not much i can do here though honestly
oh wait i just remembered INetworkSerializable is a thing
looks like it is possible then
MirageCoreExperimental has vanished but it's still a dependency for MirageExperimental?
it is gone from thunderstore website, but its still available for download in modman
it's because it's awaiting manual review
did it get flagged or something?
whoops i was going to explain why but ended up getting distracted
MirageCore and MirageCoreExperimental always gets flagged because it contains native binaries
the update to MirageCoreExperimental is just a manifest change, so you could technically use the last approved version (v1.0.3)
difference between that version and the current version (v1.0.4) is that in v1.0.3, it contained:
in v1.0.4, MirageCoreExperimental no longer depends on those packages (those binaries are now part of the concentus package itself, as a workaround for the long path issue that lunxara mentioned earlier).
tldr; remove the four packages mentioned above if you're using MirageCoreExperimental v1.0.3 on the latest MirageExperimental update
i thought there was another System package that it downloaded when i last checked experimental, so i went back to look and now it isn't showing on modman at all
it does, it depends on System.Threading.Channels still
i guess modman's list cache wasn't updated yet, and now it properly removed it
that mustve been it
oh crap i guess gotta wait till the mods approve to use experimental then 😔
once experimental gets approved again i can try it again, last time i tried none of the mimics said anything so i hope that wasn't a problem with this mod
when's the last time you tried? was it one of today's updates?
could've been from the long path issue tbh
last time was on the 1st
idk if it needed long path before but it did have the 4 .NET packages
it def had the long path issue then
it's specifically the System.Runtime.CompilerServices.Unsafe package that causes it
ok
i thought it was the way i was spawning them
cus i tried spawning a few with imperium first and then let one spawn naturally, but they didn't talk
yeah it sounds like the mod just wasn't even running cuz of the long path issue
yeee just gotta make sure to remove those unused system packages
as far as i can tell everything works fine (functionality wise) so i'm hoping nobody runs into the repeating issue anymore
and whatever else was reported
it's weird cus i never had the repeating issue with the base package
are you on push to talk?
what about the no delay issue? glitch sent me a clip where a voice clip sometimes plays right after another
i don't think i got that either
weird... well i've also never run into that either which is why it was so hard for me to fix it
every mimic would wait at least 5 sec before saying something (which is how i configured it)
it could just be my computer too, it runs really bad in some spots but runs other things way better than others
i wonder what the exact issue is that some players run into it and some don't lmao
yea no clue 😅
if i had to take a guess it could be strain on the processor for weaker devices/devices running more intensive programs, or the dissonance thread acting up
so originally i thought it might've been because of the dissonance pipeline being reset, and on my end not handling it properly
but i did add a bunch of changes to actually handle that and it wasn't fixed so
is the dissonance pipeline resetting what causes the buzzing sound ingame?
if it's that occasional glitchy sound it's actually because of naudiolame
which is the main reason i dumped it for opus instead
i mean it more like the buzzing from other players that mainly occurs during moon loading
cus that happens in basegame
gotcha
tbh dissonance resets are really funny to me so i'm glad they haven't been fixed yet
oh currently i have it set to just not save the audio file if dissonance resets in the middle of a recording
so while dissonance still resets more often than i'd want it to
it won't have those shitty audio clips anymore (or in your case, funny ones 😭)
or maybe that's not even what you meant and i just misunderstood lmfao
i don't mind that the mimics don't use those clips, dissonance resetting as much as it does just leads to really well timed moments with my group
the mimics using those clips would probably make it get old after a while anyway
ah you mean vc itself eh
yeee thats why i just dump it now
yeah
Oh, I now see what those messages were all about LOL.
Yeah okay, I guess you need SOME of that lol.
Still though qwbarch, they should be in your plugin, not BepInEx/core
- They should be in a flat layout (e.g.: "beside" your DLL) not below it.
NTFS limits 255 characters per part, and 4096 characters for the full path.
HOWEVER: explorer.exe in Windows 10 without large file paths is limited to 511 total length (!!!!)
Wait really? How was I still getting an error on Windows 10 then? ☠️
Microsoft can't pay me to go back to Windows 11 btw, dealt with 24h2 being the buggiest, broken shit ever for 2 months only for them to repeatedly drop features instead of bug fixes cus they thought moving important bug fixes to gradual rollouts was smart and even though I have a 12th gen system everything is smoother than the entire year I used Windows 11. If they truly don't just extend support for free and make people pay for it I'm probably just gonna pay the 30 dollars to extend support 11 is too bloated and buggy
They're too focused on ai and other shit now
The issues it came with got reported months in advance by their insiders and they didn't listen
Like unless I see them genuinely improve 11 in some way to where it's actually better than 10 and not just a lot of marketing bs I'd rather not touch that os ever again lol
I can say with 100% certainty you would have ran into the issues and you probably just didn't notice it, it was happening to anyone who used voice activation and recurred constantly when people were streaming the game with it lol
I could always repro it easily by spawning a masked with Imperium
oh alright ill flatten it completely. it's not an issue in my package but might as well just in case it does affect a couple users
These issues would happen to anyone who:
A) Isn't a developer (installing Git for Windows enables long path support if you haven't already.)
and/or
B) Is using an older version of Windows 10 or earlier (22H2 for example.)
or
C) Anyone who is using another partition schema than NTFS, such as EXFAT, FAT32, etc.
or
D) Anyone who moved their profile directory somewhere deep
A explains why i never ran into the issue when depending on the System.Runtime.CompilerServices.Unsafe package itself, never knew git enables that
ye, Git for Windows installer also enables symlink support (if you don't turn it off)
which isn't enabled for anyone else (your users) unless they are also developers
[[ this won't affect you, but is another example of a huge gotcha. ]]
Yeah when I had Windows 11 installed I manually enabled Long File Path support cus it was needed for WolvenKit which is used to create mods for Cyberpunk, but since I haven't made use of that in a long time I didn't remember it would need enabled on Windows 10 when I had to downgrade due to frustration from constant issues. Preferably I would have just created installation media for 11 23h2 so I could have downgraded back and called it a day but Microsoft being Microsoft decided to update all the install media to 24h2 when that build is broken to shit
I prefer to stay on Windows 10 22H2 , which you can do easily with a Group Policy seting.
Computer -> Administrative -> Windows Components -> Windows Updates -> Windows Updates blah blah
Convenient
And if you're on the home version there's a way to block the popups with a couple registery edits
I already did a registry edit to restore the seconds on the taskbar clock
Symlinks aren't enabled by default? Huh, though that was a fundamental thing on NTFS