#loaforcsSoundAPI

1 messages · Page 1 of 1 (latest)

cinder jolt
#

Getting to a point now where this is useable. Meant basically to be LCSoundTool and CustomSounds in one with way more customisation. Now this is absolutely not a replacement (atleast for most people), with the state it's in already just getting a simple sound replacement is harder but it's been built in such a way that soundpack creators can soon tweak many more values than you ever could with LCSoundTool/CustomSounds.

Current features:

  • Sounds are not bound by filename but instead through json files. This means:
  • Binding multiple custom sounds to a single sound (better variations)
  • internal custom file structure can be completely different to that of the games, and it will just resolve
  • and because it's in .json format it can be easily expanded upon
  • Certain sounds can be loaded on startup (say main menu sounds) and the rest can be loaded on a background thread while the game continues to boot.
  • Cut https://discord.com/channels/1168655651455639582/1197391708816679002 from about 4 seconds of load time to 0.25 seconds
  • This feature is still a little bit buggy, if you have a mod that skips a part of the start up process it could cause some issues.

A simple tutorial is available on the github wiki.
Thunderstore link: https://thunderstore.io/c/lethal-company/p/loaforc/loaforcsSoundAPI/
ofc this is still in development but i hope opening it up to more people will help accelerate the development, got some cool features planned just gotta get around to implemeting them

GitHub

A soundtool made to give Soundpack creators ultimate control. - LoafOrc/loaforcsSoundAPI

lament drift
#

This feature is still a little bit buggy, if you have a mod that skips a part of the start up process it could cause some issues.

fiery arrow
cinder jolt
#

well if we do manage to make a global audio list i could make a script that automatically does it :3

fiery arrow
#

Do we have volume control yet?

cinder jolt
#

not yet, trying to figure out the best way to do that

#

cause with stuff like the fear sound effects the game actually has all of the sounds playing at once and dynamically mixes the volume

fiery arrow
#

Good point

#

Also how do I upload the sound wiki I made to github? Never really used it before

cinder jolt
#

do you have a new page button here?

fiery arrow
#

nopee

cinder jolt
#

oh go into the code tab, then you can click fork, then you should see that button under the wiki

fiery arrow
#

Id have to request an edit right?

cinder jolt
#

yeah

fiery arrow
#

Wiki? Or somewhere else

cinder jolt
#

yeah under the wiki, if theres an option to do that

#

otherwise youll need to create a pull request i think

fiery arrow
#

Made a pull request, i think

chilly mango
#

@sleek fjord May be interesting for you? especially for loading time purposes?

cinder jolt
#

i made this tool for them lol

cinder jolt
fiery arrow
#

Plan on putting this into the other server too?

merry sedge
#

Despite the bugs, this is still amazing

fiery arrow
merry sedge
#

in this part

fiery arrow
#

Maybe, but I cant get the rest to work either

merry sedge
fiery arrow
#

yup

merry sedge
#

Except Menu1 that it's in Music Folder, correct?

fiery arrow
#

yup

#

Weight is in right? How does that work?

merry sedge
# fiery arrow Weight is in right? How does that work?

{
"matches": [
"VoiceAudio:Roar",
"ForestGiant:Roar",
"CloseWideSFX:Roar"
],
"sounds": [
{
"sound": "eyeless_dog/Roar_01.ogg",
"weight": 18
},
{
"sound": "eyeless_dog/Roar_02.ogg",
"weight": 19
},
{
"sound": "eyeless_dog/Roar_03.ogg",
"weight": 20
},
{
"sound": "eyeless_dog/Roar_04.ogg",
"weight": 21
},
{
"sound": "eyeless_dog/Roar_05.ogg",
"weight": 22
}
]
},

#

Weight is the chance of the sound appearing

#

I'm not completely sure if it's 0-100.
But if you want all the music be heard, you can set the same weight to everyone

sleek fjord
#

In fact the weights can be the same even

sleek fjord
# cinder jolt

All those peeps reuploading LR boutta get real confused 🕊️🕊️

merry sedge
#

I "Kinda" get this now

ancient axle
merry sedge
sleek fjord
dark crypt
#

Apologies if this is a dumb question, but how do you get the names of the GameObjects to use under "matches"?

#

Are they just found in the steam folder?

merry sedge
#

These ones?

dark crypt
#

Yeah

merry sedge
#

download the mod and enable debug in the console

#

It'll give you all the sounds and its matches

dark crypt
#

Ohh I see, awesome

merry sedge
#

when the sound play

dark crypt
#

Oh so it gives you the GameObject name of sounds as they're played ingame?

merry sedge
#

yep

dark crypt
#

Ahh cool I understand

cinder jolt
#

also most things are case sensitive

sleek fjord
merry sedge
cinder jolt
#

@merry sedge did you get around to testing the blob earlier?

merry sedge
#

Note

  • If you have no knowledge of making and/or editing. json files, I recommend that you keep using LCSoundTools and CustomSounds.
dark crypt
#

Are there known issues with default audios not playing or sounding different? (Ship landing and taking off noises were gone completely, and MouthDog noises were lower pitched than they should be). I can make an issue on GitHub if this isn't already a known problem

cinder jolt
dark crypt
#

Ah no I have not, that must have come online while I was testing. I'll try it again later

#

The ship landing and taking off sounds at the very least are still gone, I'll make a GitHub issue tomorrow

simple ether
#

Okay guess I should be in here not the LR channel

How do you run console commands to spawn stuff in? am I dumb? trying to spawn some scrap to get the sfx string names

cinder jolt
#

you can use the lethaldevmode mod

simple ether
#

ohhhhhh mmk

simple ether
#

Aight now I'm getting spammed debug logs

cinder jolt
#

yeah it is pretty spammy atm

#

i'd recommend triggering the sound then just closing the game and looking through the log

simple ether
#

kk, what about if I want multiple sounds, and only one to play at random, will this work?

cinder jolt
#

it'll be like

"sounds": [
  {
    "sound": "turret/seeplayer01.ogg" // <- make sure to not forget the file extension
  }, // <this command isimportant
  {  "sound": "turret/seeplayer02.ogg"
  }
]
simple ether
#

mmk, nice

#

imagine you've still got lots of docs coming

cinder jolt
#

yeah got one up now about the coming config system and multimatching

#

gotta do one for multiple sounds + the weight system

simple ether
#

yaaa that's the one I was looking for

#

and the top line stuff like this

cinder jolt
#

i haven't fully tested that yet

#

basically that just changes how it will pick the random sounds, so determinstic uses more memory but will mostly* be synced

simple ether
#

oic

#

this look right?

cinder jolt
#

yeah that looks all good

simple ether
#

noice!

cinder jolt
#

keep in mind that it doesn't use the weights from the filename

simple ether
#

ya I harvested them from an old mod, guess I should just rename them all for cleanliness

#

There's a bunch of beserk sounds too but I don't have the matches for them, seems pretty tricky to get the dubug on that

#

Do you happen to have the matches from LM beserk turrets?

fiery arrow
#

@cinder jolt I’ve got the wiki list converted to github, waiting on a master audio list from you to get all the audiosources in

fiery arrow
#

Also, do you think its possible to play a sound depending on what played before it? For example, changing the "hit ground" sound of a stun grenade after the pin is pulled

cinder jolt
cinder jolt
fiery arrow
#

like, the api on general or some specific feature?

cinder jolt
#

im thinkin it might be out of scope though, its like bordering

sullen ore
#

I may as well post this

#

Only with this Mod enabled gave me a error

#

Btw just to let y'all know this error does nothing to my gameplay or any lag or fps drops or repeats

#

It doesn't do any of that I'm just posting it here cause yk it's an error lol

radiant marsh
#

That's one of the missing sounds, I THINK

#

Yeah RockCrumble is one of the missing sounds

sullen ore
#

I see so LETHALRESONANCE issue

radiant marsh
#

Ow wait they missing ROckCrumble5

sullen ore
#

Cause I'm just using whatever LETHALRESONANCE is using

#

Plus less mods is fine with me

radiant marsh
#

Yeah I am switching now if Bongo said all good to go, just some missing sounds that's all atm

sullen ore
#

I'm back to 49 mods in my modpack

#

Same as the version number

fiery arrow
#

LR is in thee middle of moving API's yeah, so go back to 4.0.8 if you want it to work

radiant marsh
#

well.. "few" :3 if it means no more CS or LCs then I am game :3

sullen ore
radiant marsh
#

Also reading now on api tutorial for adding sounds to it already so I can chuck some stuff in it 😛

sullen ore
#

Just extra steps

radiant marsh
sullen ore
#

Not too big

radiant marsh
#

I mean it was lazy anyway just to copy and paste into folders and expect things to work ^^

#

my only question for @cinder jolt is it says MP3 is experimental, so would just sticking to .wav be best?

sullen ore
radiant marsh
sullen ore
#

Oh

radiant marsh
#

Lol xD

sullen ore
#

Anyways this mod is interesting

#

I always like things going advanced

#

Just like my Modpack basically an Advanced Version of others normal HideNSeek mod

sleek dew
#

The main thing is that there are no problems with other sounds that do not use LCSound

fiery arrow
#

They're custom made

sleek dew
cinder jolt
#

yeah loaforcsSoundAPI is fairly new (came out on thunderstore yesterday) so LethalResonance is the main mod that uses it rn

fiery arrow
#

I want to convert mine I just need all the gameobject and audiosources (pls) hidethepain

sleek dew
sleek dew
#

I just have a couple of custom sounds - which should be played randomly, like in LCSound

cinder jolt
#

note that also doesn't include the parent's names which would be important for making customsounds for each different enemy

sleek dew
#

For example:
Menu1
Menu1-1
Menu1-2
Menu1-3
And so on

cinder jolt
sleek dew
cinder jolt
#

yeah i hope to get better tooling done soonish

cinder jolt
sleek dew
cinder jolt
sleek dew
sleek dew
#

The main thing is that everything works 😭

cinder jolt
sleek dew
#

But will it be easier to add sounds in the future?

#

Like for example in LCSound

#

Or is it so irrelevant that it is better to write everything in JSON so that the program works according to the algorithm

cinder jolt
#

with my api its a lot easier to manage big soundpacks vs ones that do like 1 or 2 replacements

sleek dew
#

Okay, I'll try to figure it out

#

Thanks for the great job!

#

Another stupid question

#

Is this a client mod?

cinder jolt
#

yeah its completly clientsided

fiery arrow
sleek dew
#

Is it possible, for example, for the music in the menu to be permanently replaced by one file? @fiery arrow @cinder jolt

#

And was not included in random performance, as for example in RESONANCE

#

I need to call it Menu1 so that there is a complete replacement, right?

#

And if I want random ones, then add “_1”

#

And so on

fiery arrow
#

"Load_on_Startup" means it loads menu.json and ONLY menu.json when the game first starts, loading everything else in the background afterwards. Means you dont have to wait at the start for 10 seconds for it to load everything

sleek dew
#

It's clear

fiery arrow
#

Not sure why LR has _01 at the end of so many files, something to do with sorting I think

sleek dew
#

But I had another question...

sleek dew
#

So should I name the file Menu1? Without any _01

fiery arrow
#

The name doesn't matter, you need to go to menu.json and manually change it to play your file (whatever it's name is)

sleek dew
#

I'm sorry

#

I need a more detailed answer, it's hard to understand through a translator

fiery arrow
#

CustomSounds needs files to have a specific name, SoundAPI does not

sleek dew
fiery arrow
#

With SoundAPI you can name your file whatever you want, you just need to make a "replacer" file that connects to it

sleek dew
#

I have read the documentation completely

fiery arrow
#

\LethalResonance\replacers\menu.json

#

You must change this line to your own sound file, including the path to it and it's name

cinder jolt
sleek dew
#

And then the standard music of the LC menu will not play, but the one I specified will play, right?

fiery arrow
#

You can remove the line to make it play the default music, or add your own by changing the line

fiery arrow
#

Or that

sleek dew
#

I'm trying to figure it out...

#

But I don't understand anything

#

I'll figure it out and test my guesses along the way.

#

Maybe I asked the question wrong, I don’t understand...

sleek dew
#

What is "weight"?

fiery arrow
#

percentage chance to play, same as CustomSounds but with a different name

radiant marsh
#

@cinder jolt It don't matter what you name the folders right?

#

As long as what ever you're pointing to matches?

cinder jolt
#

yeah

#

you can also have a folder structure as deep as you want

sleek dew
#

If the file is not there, but it is in JSON, will it just ignore that and continue to work?

radiant marsh
#

@cinder jolt sorry for other question but can I include two paths and sounds in same json or would I still need to make seperate jsons to replace sound? as I see commas already used

#

ignore missed "

#

xD

cinder jolt
#

I'm not sure what you mean.. I'd recommend looking at how resonance is set up ATM while all the docs are still being created

#

also recommend using vs code

sleek dew
#

And my question?

fiery arrow
#

DressGirlModel:VoiceSFX:Laugh1
DressGirl:Laugh1
VoiceSFX:Laugh1
ComedyMask:Laugh1

Zeekers why Wailing

sleek dew
#

If there is no file in the folder, but there is one in JSON

#

Will there be any problems? He'll just ignore

radiant marsh
#

@cinder jolt I meant am I allowed to do this?

cinder jolt
#

yeah but not in that way it's set-up in resonance for sound variations

sleek dew
#

#

help me

cinder jolt
#

and the advanced features page on the wiki has a section named multimatching

radiant marsh
#

ow heck yeah it does I didn't even look right right of page mb xD

cinder jolt
sleek dew
cinder jolt
sleek dew
#

Again

#

I want to delete the ogg file in the folder

#

But it remains registered in JSON

#

Will there be any problems?

#

Will he just ignore it?

#

I know @radiant marsh

#

I've got it all figured out

#

I'm interested in other questions

cinder jolt
#

probably still shouldn't purposefully have missing audio files

sleek dew
sleek dew
#

I want to break laws!

radiant marsh
#

Why would you want to point audio/directory to an empty entry? @sleek dew

sleek dew
#

and I'm correcting a few things

#

I want to replace a couple of sounds and delete the existing ones

#

I have my own custom pack

#

And I don’t like some sounds in resonance and I replace them from other projects

#

or I delete it completely

radiant marsh
#

Yeah but if you remove the entry for that sound, you wont have the error in the console because it's not searching for a "missing" file then.

sleek dew
radiant marsh
#

Yeah this is what I am saying, make sure in json it's cleared too. ^^

cinder jolt
#

just wondering are you guys getting the "multiple audio sources unsupported" warning

#

can't remember if I fixed that in the live version

sleek dew
#

If I write Menu1, is it okay? @cinder jolt

#

Without numbering

#

I wish it would just replace the default song in LC forever

#

And didn't lose it

#

bracken xd
Forgot to replace it with menu

radiant marsh
#

@cinder jolt Only see error for missing audio from LR atm

cinder jolt
radiant marsh
cinder jolt
sleek dew
#

I just don’t know how it will work - if the player leaves the game and goes back to the menu

radiant marsh
#

@cinder jolt No this error doesn't show that I can see

fiery arrow
#

Does BellChimeAmbience just not have any gameobject/audiosource?

sleek dew
#

Will there be random music?

cinder jolt
cinder jolt
#

it might not have a parent game object but it should have something for the audio source name

radiant marsh
#

@cinder jolt More question haha, have we got a list to be able to replace? I saw your list earlier but it has no Intro/Quota/deliveryship

lament drift
#

audiosource gameobject right

fiery arrow
cinder jolt
fiery arrow
#

No reference at all to the sound, yet it works ingame

cinder jolt
lament drift
#

yeee but its the gameobjet the audiosource is on rifht

#

Just checking that ur not checking the actual component name

radiant marsh
radiant marsh
#

OW

#

Ignore me

#

I see it

cinder jolt
#

haha all good, just note that not every sound is in there ATM and there is a couple wrong ones from when I scraped a bunch from the files

sleek dew
#

@cinder jolt Did I do the right thing?

#

Pointing the way to the jester's factory song

cinder jolt
#

yeah that should work

sleek dew
#

hmm, it doesn't stand out in blue, it makes me scared 😭 @cinder jolt

cinder jolt
#

it should still work

sleek dew
radiant marsh
#

@cinder jolt Okay I am being dumb I can't find target for introspeech D: and delivery rocket

sleek dew
#

Can I allow spaces in the folder path?

#

Or do you need to write spaces separated by "_"

fiery arrow
sleek dew
#

The hardest part is I don't know where the path is for the vanilla items...

#

I wanted to replace the phone sound

#

Also for a shotgun, the sounds of shots

#

And land mines

radiant marsh
radiant marsh
#

GunShootSFX:ShotgunBlast
GunShootSFX:ShotgunBlast2

sleek dew
radiant marsh
sleek dew
radiant marsh
#

You're welcome

fiery arrow
#

Q:
would you people want the reference sheet to be alphabetical in order of gameobject/audiosource, or alphabetical in order of sound name?

So for example

  • DressGirl:

    • Breath1
    • Breathing
    • SkipWalk
  • FGiantModelContainer

    • FarWideSFX:DistantRumble1
    • VoiceSFX:StunGiant
    • CloseWideSFX:Roar

or

  • DressGirl:

    • Breath1
    • Breathing
  • FGiantModelContainer

    • CloseWideSFX:Roar
  • FGiantModelContainer

    • FarWideSFX:DistantRumble1
  • DressGirl:

    • SkipWalk
  • FGiantModelContainer

    • VoiceSFX:StunGiant
sleek dew
#

I succeeded

#

I updated 150 sounds :3

#

Now all that's left to do is check...

fiery arrow
#

The advantage of me doing the latter is finding the sound names would be easier

#

it won't look as cluttered in the end

radiant marsh
#

First one 100%

#

Also if LR is replacing a sound, I can not also replace the song on top? I would need to edit LR?

fiery arrow
radiant marsh
#

No wonder why my audio replacement wasn't working. LR already replacing the sound >.<

#

Is there a specific way to overrule LR replacement without editing LR? I assume when Mods get downloaded they'll overwrite anything that's present or no?

fiery arrow
#

Wait for them to add config control

#

And yes they do overwrite when updated

radiant marsh
#

So technically I can't do my own sound whilst LR is installed >.<

fiery arrow
#

for now no, when LR gets configs for control you will be able to just make your own mod

radiant marsh
#

Well least my confusion can end now, I was like why it no worky... and check debug it shows it's being replaced and totally forgot that LR has replacements already for it. I was like disable just in case and my sounds worked haha xD

I'll waity for config for now then 😄

#

Because LR ❤️

sleek dew
#

Nothing works for me xD

#

Sounds just aren't captured

sleek dew
#

help me please

#

I don't understand what I did wrong

radiant marsh
sleek dew
#

I took the basic settings from them

#

But I don’t use all the sounds, I used other custom ones

radiant marsh
#

Copypasta is worst habbit ever fyi 😛

sleek dew
#

I don't want to reinvent another wheel

#

It's easier for me to make a motorcycle out of a bicycle

#

This is progress - improving something

radiant marsh
#

I read tutorial, I did what it said, it worked for me.

sleek dew
#

I always mention this, if I took the idea from anyone, thank you and so on

fiery arrow
radiant marsh
#

give it a good boning

fiery arrow
#

oh great, so theres DoublewingedBird and Bone.001

fucks sake zeek, which one do i use????

sleek dew
#

@cinder jolt help me(

radiant marsh
#

I remember why I stopped using VS xD

sleek dew
radiant marsh
#

Why you telling me to put a commas there you goofball xD

sleek dew
#

He just doesn't make sounds

#

@radiant marsh send your version please

#

I want to see the source text

radiant marsh
sleek dew
#

I really think I'm wrong somewhere

radiant marsh
#

I'm not adding custom sounds yet, I can't use LR + My own custom sounds. They're gonna do a config so you can disable sounds on LR so you can add your own on top.

#

Mine literally looked like similar to what's on the tutorial.

#

Just with added entries/references

#

Or similar to LR either way 😛

#

Look at LR's for an example.

sleek dew
#

It's clear I'm being ignored

radiant marsh
#

Use tutorial for explaination and use LR for an example.

sleek dew
#

And nothing works

#

I realized what the problem is

#

I'll go check...

#

everything is working

#

It’s just that when I checked manually, I didn’t pull out the main folder

#

Sorry for disturbing :с

radiant marsh
#

Haha it's all good xD

sleek dew
#

no, nothing works again

#

menu music does not play

#

@cinder jolt

#

I don't understand anything

#

He doesn't see music from the menu at all

#

ogg audio format...

#

But how much bitrate do you need?

fiery arrow
#

up to you

sleek dew
#

more information please

fiery arrow
sleek dew
#

yes, the problem was in ogg

#

I converted it above 128bit

#

he didn't perceive it

#

Why some files simply didn't work

#

I checked, everything works

fiery arrow
#

Not sure then, maybe it got corrupted when you converted

sleek dew
#

But the sound works

#

Yes, it looks like the problem was in the conversion

#

Corrected

#

But now there's another problem

#

Sometimes some sounds disappear in the game xD

#

I didn't hear the ship land

#

Ah, it’s most likely LR that cut out the sound

fiery arrow
#

@cinder jolt Some sounds seem to have a similar thing to "(clone)", you should add a check for that too

radiant marsh
#

@sleek dew use Audacity.

sleek dew
sleek dew
#

@cinder jolt I found the problem

#

There is no landing sound

#

I ran one loaforcsSoundAPI, check for error

#

And it was confirmed

#

and the sounds of monsters with LR don't work... I don't understand anything anymore

#

It's like some sounds aren't loading or the JSON is being ignored

fiery arrow
merry sedge
#

There's a lot of BareFootstep

#

btw, found

fiery arrow
merry sedge
#

WA-

fiery arrow
sleek dew
#

They should have everything right

#

But there was no sound

#

My question is, will in the future, for example, 2 sounds be synchronized together and played?

#

For example, music playing Jester and opening it? So that other random people don’t interrupt them, that everything goes according to the algorithm

merry sedge
sleek dew
#

I do not know how to explain it

sleek fjord
#

Something that also crossed my mind is that I’ll probably have other sound packs/mods send me their replacer files necessary for their pack/sound mod to be configurably compatible and add it to LR

fiery arrow
#

Or you wait for a "If (folder namee) is in plugins, disable this replacer" feature

sleek fjord
cinder jolt
#

yeah that could be doable

sleek fjord
#

Especially to make LR a foundation sound pack since it’s so big. That way if there are any sound replacers not from LR they will automatically override LR

fiery arrow
#

There was a way to choose different sounds for doors on different maps right? How did that work again?

cinder jolt
fiery arrow
#

both maps use the same ones :P

cinder jolt
#

do they? that's a lil cooked

#

ill be adding in a condition though that lets you check what interior type it is, so you could have two replacers: one for facility and one for mansion

fiery arrow
#

man thats nice

dark crypt
#

Could we get a pin in here?

fiery arrow
#

@cinder jolt Got my reference sheet fully converted, gotta go for now but help me figure out how to fork it onto your github later

simple ether
#

@cinder jolt can you put the github here instead of the thunderstore link?

cinder jolt
cinder jolt
#

I was also thinking about allowing custom "mappings" so that we could abstract that away for more creators

merry sedge
#

Pain

cinder jolt
#

it'd probably be a different json file that maps for example #Coilhead:Footstep to ["Springman:step1","Springman:step2",etc]

merry sedge
#

Interesting!
(I don't get it, but dw)

sleek dew
#

What has changed in loaforcsSoundAPI v0.1.1?

cinder jolt
#

oh lol the changelog isn't being displayed on thunderstore

#

v0.1.1

  • Fixed an issue where the ship thrusters were silent
  • More processing done on matching strings: Flame (3):ThrusterCloseAudio (1):ShipThrusterClose to Flame:ThrusterCloseAudio:ShipThrusterClose
sleek dew
cinder jolt
#

it should be fixed

sleek dew
#

via r2modman

#

Only one LR

#

And nothing

#

Disabled LR

#

There is also no engine sound

#

I'm checking again, maybe I made a mistake somewhere

#

Although no, everything is there

#

The sound is just very quiet...

#

Yes, everything is great

#

It was just a quiet sound, I'm sorry please

#

I'm a deaf grandfather 😂

#

My sounds that I set up don't work xD

#

He just ignores them, now I don't understand anything at all

#

Why is everything stable for LR, but not for me...
Although I worked from JSON, I tried to ensure that the algorithm for my custom sounds worked approximately the same way

#

I don't understand anything

#

@cinder jolt What does this mean?

cinder jolt
#

what is the debug log right above it

#

that json file is invalid

sleek dew
cinder jolt
#

no like in the log what is the message right above

simple ether
sleek dew
cinder jolt
#

well menu.json has a problem

#

it should tell you better where the problem is

sleek dew
#

damn

#

I missed the comma...

#

or vice versa

#

I wanted to put a random music value in the menu

#

...

#

I thought this was the right way

#

How can I make the music more random then? Or is this now not possible in v0.1.1?

cinder jolt
#

you forgot a comma after the "sound": "menu/Menu1.ogg" etc

#

also by default the weight is 1 you don't need to explicitly define it as one

sleek dew
cinder jolt
#

yeah

#

the weights are for if you want a sound more common and another sound rarer

sleek dew
#

What if LR is set to 1 on monsters?

#

Is this the norm?

cinder jolt
#

no that's probably from my original script, or the lr team misunderstanding

sleek dew
#

I think I figured it out

sleek dew
#

I still don't understand why LR did this? @cinder jolt

#

If the default value is 1, why assign it every time...

cinder jolt
#

like i said probably from my conversion script or from the lr team not understanding thats the default

sleek dew
#

So this error can be ignored?

cinder jolt
#

no it can't, i just mean that weight 1 is a mistake being put there, it's not bad but you don't need to

sleek dew
#

To avoid problems and out of sync

#

Cool, menus and other sounds work, but there’s a problem with monsters...

#

crap

#

I'm an idiot

#

For some reason I threw it into other folders

#

What caused the confusion

simple ether
#

Feel like there should be a few tiers to determine the layering of sound replacements:
1: OG Vanilla
2: Full Sound replacement packs (LR)
3: Partial sound replacement packs (Everything but LR)
4: Mods that bring their own sounds (enemies/levels)
5: Meme/joke/small replacers
6: Modpacks and user preference replacements

Perhaps it would be worth considering adding higher level priority system like this in the API to help modders work together

sleek dew
#

By the way, I have a suggestion

#

Add some value so that, for example, a couple of different sounds work simultaneously

#

For example, winding a box and screaming

#

There are many interesting sounds

#

But in LCSound and here they work only by probability

cinder jolt
sleek dew
#

If only it were possible to synchronize them one by one

sleek dew
#

I'm on a different plane

cinder jolt
cinder jolt
# sleek dew That's not what I meant

what did you mean then? because to me it sounded like you wanted multiple sounds to play together on one object, which is impossible because of the way unity works (without severe workarounds that add unnesscary complexity)

sleek dew
#

Something like that

fiery arrow
sleek dew
#

Attach some value to them so that it ignores others

cinder jolt
sleek dew
#

It’s just always interesting to develop from the outside

cinder jolt
#

yes in a way that is performant and doesn't use too much extra memory

sleek dew
#

You need to call ChatGPT and ask it how to do it correctly

cinder jolt
#

chatgpt is basically useless when stuff gets more complex then a simple tutorial unfortunately

sleek fjord
sleek fjord
cinder jolt
sleek fjord
#

oh cool

cinder jolt
#

and i think also adds to startup time a little bit cause it needs to decode that as well

#

but it would be fairly small

sleek fjord
#

I feel like that would bring the best user experience and I feel like only 2 levels of override are even required

cinder jolt
#

if i let sound pack creators choose their "priority" then why would i not just set it to the highest priority?

fiery arrow
#

Ill just move here
What about:

If you do not know what GameObject/AudioSource to use, you can use a * to bind all of them. This may cause overlap with some sounds (e.g. BitePlayer, Step1-6,PressButton1-2), but is generally an easier method.

cinder jolt
#

and coding in a special exception for lr is not a good idea

cinder jolt
#

*:<sound name> is basically the root of all the customsound issues because it would replace just on clip name

sleek fjord
#

yeah fair, Guess we'll wait and see

cinder jolt
#

even though lcsoundtool/customsounds are really fucked under the hood

fiery arrow
#

You can use a * to bind a sound to all GameObjects/AudioSources. This may cause overlap with some sounds (e.g. BitePlayer, Step1-6,PressButton1-2), but is generally an easier method.

?

cinder jolt
#

yeah that works

fiery arrow
#

Some sounds may not have a GO/AS, and a * should be used in these cases

sleek fjord
cinder jolt
fiery arrow
#

Oh nah, ive been using GameObject/AudioSource/SoundName in the document (Mainly because CS uses those terms and they are functionally the same between the two)

cinder jolt
#

oh yeah okay

lament drift
#

unwanted two cents

cinder jolt
#

its just that <parent>:<source>:<clip>, <parent> can and is on numeours sounds empty

cinder jolt
lament drift
#

audiosource and soundname are very different things, atleast from how i read those

cinder jolt
#

wdym?

lament drift
cinder jolt
#

cause at least you have parent name for the parent

fiery arrow
#

The list structure goes as follows:

  • [Entity Name]
    • [GameObject Name]
      • [AudioSource Name]:[Sound Name]
        • [Explanation]

This is what I have

lament drift
#

also

#

out of curiousity

#

can i pitch a psycho idea

cinder jolt
#

no clue how i managed to build it so quickly

#

so sure

lament drift
#

you could get the classname and/or functionname that calls the audiosource.play function via looping over like reflection and cache it

#

if you wanted more ideas on how to specify

cinder jolt
#

wdym by cache it?

#

also i'm going to fucking explode with playOnAwake because unity fucking sucks

lament drift
#

like a dict or list or smth

#

idk

cinder jolt
#

and i'm fairly certain you can get the stack trace that called a function well ig that is sorta reflection

lament drift
#

eg. instead of using more arbitrary things like the audiosource gameobject name or the parent object

#

you could specify if for example EnemyAI class called it

#

which would then like naturally support custom enemies

#

GetType.ToString would also include the assembly name which would let you know if a mod played the sound

#

etc.

cinder jolt
#

that is a devious idea

#

i could kinda see how i can implement it without doing that dict stuff

#

because i engineered the matching system just the right level

lament drift
#

yup

cinder jolt
#

EnemyAI>Rawr this does make a lot of sense

lament drift
#

if you got like the entire like stacktracechain thing it would give you so many options

#

hm

#

@ancient axle gonna have a stroke when he reads this suggestion

cinder jolt
#

i think theyd have a stroke reading any of my code bro 😭

#

cause genuniely why does c# not have a ConfigEntry<?> equivelent

sleek fjord
#

ah yes wtf does all of this mean

#

hopefully good things

lament drift
sleek fjord
#

yep

cinder jolt
#

the this

lament drift
#

you scrape that at bulk at the start of the game and use that as the matching data

sleek fjord
lament drift
#

rather than gameobject name

cinder jolt
#

im just not sure that'd have too many advantages really, considering *:Rawr would do about the same (obv not the exact same but)

sleek fjord
cinder jolt
ancient axle
lament drift
#

async reflection time

#

just let LLL get better and use the time while i unpack assetbundles lmao

ancient axle
cinder jolt
lament drift
cinder jolt
fiery arrow
#

fkin 🌈 lol

cinder jolt
#

i love those [!IMPORTANT] though, shame thunderstore doesn't support it

#

just looks goofy

fiery arrow
#

I think thunderstore uses > as a marker for a quote/comment

cinder jolt
#

yeah it should thats the way markdown works; i meant more github's [!IMPORTANT] isn't actually a part of markdown even though they look really nice

#

well now that i think of it ig it is supported by obsidian so ig its just not apart of basic markdown

fiery arrow
#

gotta love having no fucking documentation for all these funky thunderstore things peepoBigSmile

sleek fjord
cinder jolt
#

i could

#

will i? probably not, much easier when i can just show off the thing that the documentation is talking about

sleek fjord
cinder jolt
#

and if people are still like "im completly lost" then ill point em to lr

sleek fjord
#

fair

cinder jolt
#

then also have that as a resource for people to learn

fiery arrow
#

And this looks like shit of course

sleek fjord
cinder jolt
#

well i feel like very few mods are gonna be made with my tool, but the mods that are made are giant replacement ones like you guys

sleek fjord
#

well Idk about that, you're prob right but its not anywhere near as hard as it was for us for new sound mods

#

they could literally name their sound files to what ours are and delete the rest, change the manigfest readme and changelogs and call it a day

cinder jolt
#

also if i use the tool myself then i know how i can make it even better :3

sleek fjord
#

true

cinder jolt
#

it's one of the main ways i balance meltdown

cinder jolt
sleek fjord
# cinder jolt

fr wish we had to do this you know, BEFORE it was over 400 sounds

cinder jolt
chilly mango
#

Am I understanding something wrong? Description says LR load time gets reduced from ~4s to ~0.25s.
But when starting the game it still says in console it took ~ 3.600ms to load

cinder jolt
#

it gets split into two loading steps:

#

start-up: completly blocks the game from loading

sleek fjord
#

Thats why when you click it that it opens so fast without hanging

cinder jolt
#

and post-startup: rest of sounds get loaded off the main thread and the game can continue loading

chilly mango
#

Oh I see so it's the time that takes from clicking "start modded" to the console opening more or less?

fiery arrow
#

yup

#

well no

sleek fjord
#

console opening? or game

#

game right

chilly mango
#

console

cinder jolt
fiery arrow
#

console opens immediately, then it waits for mods to load, then the game starts properly

cinder jolt
#

so from the console opening to the game opening, lr adds 0.25 seconds

chilly mango
#

I might be a dummy for not understanding

cinder jolt
sleek fjord
cinder jolt
#

no lol i still havent prevented that crash yet

#

just hoping people with slower hdds load the main menu slower lol

fiery arrow
#

Anyway, now I have to figure out how to actually make a pull request

cinder jolt
#

the contribute button i think

fiery arrow
#

I can contribute to the files but not the wiki

cinder jolt
fiery arrow
#

yup

#

what would a good name be?

cinder jolt
#

maybe something like "Master Audio List"

fiery arrow
#

Master Audio Documentation?

cinder jolt
#

yeah doesn't overly matter it can be changed later

fiery arrow
cinder jolt
fiery arrow
#

and now to start converting my own mod 🫠

cinder jolt
fiery arrow
#

how do I set multiple matches? lol

fiery arrow
#

{
"replacements": [
{
"matches": "PlayerSettingsObject:Button1",

        "sounds": [
            {
                "sound": "Misc/Button1.ogg"
            }
        ]
    },
    {
        "matches": "MenuManager:Button2",
        "sounds": [
            {
                "sound": "Misc/Button2.ogg"
            }
        ]
    },
    {
        "matches": "MenuManager:Button3",
        "sounds": [
            {
                "sound": "Misc/Button3.ogg"
            }
        ]
    },
    {
        "matches": "MenuManager:Button4",
        "sounds": [
            {
                "sound": "Misc/Button4.ogg"
            }
        ]
    },
    {
        "matches": ["SelectAudio:ButtonPress1","SelectAudio:ButtonPress2"]
        "sounds": [
            {
                "sound": "Misc/ButtonPress2.ogg"
            }
        ]
    }
]

}

Is this not right? help @cinder jolt

sleek fjord
#

You can just rename your sounds with a _01 at the end and most everything should just work

#

With the exception of certain weighted stuff if you have a different amount of variety for certain sounds. Then again your sound pack is bigger so I guess that’ll only take you so far

fiery arrow
#

im confused

sleek fjord
#

Who knows, that’s what the jsons point to though in LR

#

(Moroxide knows)

radiant marsh
#

@cinder jolt

This worked for me before now it doesn't I am confused D:

merry sedge
#

It just needs to be the same the name of the file with the Json

sleek dew
#

I have difficulties and suffering as usual

#

Some sounds are not picked up at all

merry sedge
#

check the error logs

radiant marsh
#

My sounds and jsons are getting registered in debugging but not playing the sound

merry sedge
#

usually they show the Issue

radiant marsh
#

No error

#

😛

radiant marsh
#

It worked before 😛

sleek dew
#

Jester, Coil-Head

radiant marsh
#

Noticed too now longer getting debug message of it loading the sound pack for me either but changed nothing from when it worked before

#

Also not related but seen this

sleek dew
#

Does it support wav, mp3, ogg?

#

But what's the best way to use ogg?

radiant marsh
#

use WAV or OGG

#

I am 100% sure this is right? But noticed the soundpack itself is nolonger getting picked up

sleek dew
#

He doesn't like some format...
Although 99% of files use ogg and only one wav...

sleek dew
#

If everything is clean, then the problem is somewhere else...

radiant marsh
#

I'm using VS?

sleek dew
#

I don't understand this

#

This has happened before in LCSound

#

But I still don’t understand the reason for the desynchronization

#

But the Coil-Head sounds worked correctly ^^

sleek dew
radiant marsh
sleek dew
radiant marsh
#

I FIXED MY SOUNDS!

#

xD

sleek dew
radiant marsh
#

I knew my issue was soundpack not loading, but remembered I added extra folder before this where red circle is

#

AFTER Sorry

sleek dew
#

Oh

radiant marsh
#

So I did Extras/SoundPack but I should've just had it in the folder before

#

If you don't see your folder load up, that's why it's not working. I knew this was issue but couldn't figure out why it wasn't loading until I realised it didn't like the extra folder before location

fiery arrow
radiant marsh
fiery arrow
#

yeah

sleek dew
#

Replacing a separate track for it does not work...

radiant marsh
# fiery arrow yeah

This explains why I couldn't get shotgun to replace properly then my bad 😛

sleek dew
#

Settings taken from LR

#

But I decided not to play the sounds of the giant

#

Could this be causing the problem?

fiery arrow
radiant marsh
radiant marsh
#

but this was only with deliveryship that I noticed

merry sedge
fiery arrow
radiant marsh
#

Wasn't much of a problem :3

sleek dew
#

I decided to check some points with you and myself

#

I just removed the Giant sounds and got this problem

radiant marsh
#

But yeah all working for me now, thank you - awesome stuff ! ❤️

#

usererror at its finest :3

sleek dew
#

And it’s not a fact that others will have the same thing, but maybe everything is fine and I’m unlucky...

#

@merry sedge Is this true? "CloseWideSFX:Roar"

#

Was it because of him that the sound was out of sync in that video?

merry sedge
#

hmm

#

I'm not sure, I used the same as Bongo made

sleek dew
#

I'll go check it again

#

I went to be eaten by a giant ^^

#

The sound is also triggered as before, along with the growling of the dog..

#

I'm having deja vu

#

I encountered this on LCSound

merry sedge
#

Yes

#

that's also an Issue in LCSoundTools

sleek dew
#

Then I'll just turn off the growling sound and that's it.

#

But there was a similar bug before, when Scream1 from Jester was transmitted to the growl of a dog xD

#

It was very scary and strange

#

Why is he scaring me with red again, what doesn’t he like???

#

Perhaps the ogg format has a slightly higher bitrate and is now swearing...

#

Or is it custom music in the menu, of which there are 6 pieces...

fiery arrow
merry sedge
simple pumice
#

This feature is still a little bit buggy, if you have a mod that skips a part of the start up process it could cause some issues.
can i disable introtweaks skip start-up boot animation but keep the auto launch online to fix this?

fiery arrow
#

Looks like I forgot to add VoiceAudio to the dog listing, will add tha tsoon

fiery arrow
sleek dew
merry sedge
simple pumice
#

okie

simple pumice
merry sedge
simple pumice
#

damn

merry sedge
#

yep

#

Boom

sleek dew
#

It immediately flies out

simple pumice
#

im surprised you guys were able to get ur own API @merry sedge

simple pumice
sleek dew
#

Soon there will be many receivers for various popular mods

#

And then ZiKers was like, “Ahpahpah, wait, I rewrote all the code with my team, now your mods won’t work. Good luck with the rewrite!”

#

V50!!!

simple pumice
merry sedge
#

yep

#

and we will try to fix it

fiery arrow
merry sedge
#

try :,]

simple pumice
#

🙏

sleek dew
#

That's it, my console is clean, all problems are fixed, I'm happy

#

Thanks for the great sound core @cinder jolt 👍

fiery arrow
#

@cinder jolt Is this just a thunderstore thing or are these not meant to show up?

sleek dew
#

This is all supposed to be

#

They scattered in each folder the individual sounds of all

#

Which is right

fiery arrow
#

bit annoying considering there are two separate configs to disable/enable stuff now

radiant marsh
#

sound_pack is just the json 😛

#

lethalresonance is the generated cfg

fiery arrow
#

my point exactly, they control the same things

sleek fjord
#

The one it generates for us is called soundpack.LethalResonance.cfg

simple ether
fiery arrow
sleek fjord
#

There isn’t even an option to disable them in the sound pack jsons

#

Only in the generated soundapi config

simple ether
sleek fjord
#

That says “default” they technically do different things

radiant marsh
sleek fjord
#

see but if you make a turrets replacer.json you can specify files used in lr AND files used in your mod then use the config thats generated to make it all work and be distributable @simple ether @radiant marsh

radiant marsh
sleek fjord
#

config was added only last update to LR

cinder jolt
fiery arrow
#

@cinder jolt What does this error mean?

cinder jolt
#

you've probably setup a matcher wrong if it's failing on the parsing step

fiery arrow
#

Would *:MetalDoorShut1 be a valid matcher?

cinder jolt
#

yeah sound be

#

should

fiery arrow
#

ah, found a missing gameobject

fiery arrow
#

I've got copyrighted music in my mod, but some of that music has copyright free alternatives
Ideally I want a replacer with all the music so the end-user can turn it off at will, but I would want a second replacer with the non-copyright music to turn on when the other is turned off
Can you make a condition for that?

cinder jolt
#

it'll be in a few hours though

merry sedge
#
{
"condition": {
        "type": "config",
        "config": "EnabledSounds:scanner_pixel"
    },
    "randomness": {
        "type": "determinstic"
    },
    "replacements": [
        {
            "matches": "UIAudio:Scan",
            "sounds": [
                {
                    "sound": "scanner_pixel/Scan.ogg"
                }
            ]
        }
    ]
}
#

by chance did I do something wrong?
the scanner does not change

fiery arrow
#

There meant to be a comma after the } ?

#

Yes, yes there is, nvm that

#

Check the console? it should say what the problem is

merry sedge
fiery arrow
#

dunno then

merry sedge
#

and, in case

#

UIAudio:Scan

#

That's the scan root

fiery arrow
#

The full one would be Audios:UIAudio:Scan but yeah

Try *:Scan

merry sedge
#

Nope :,]

#

@cinder jolt I think Scan replacement has an Issue

fiery arrow
#

The game seems to always play the rare one. Do I not understand the weight system or is this something similar to the toy robot where it picks one and always plays it?

#
    "replacements": [
        {
            "matches": "Sandworm:BurrowingRumbleLoud1",
            "sounds": [
                {
                    "sound": "Entities/Living/Leviathan/SandwormPreEmerge.ogg"
                }
            ]
        },
        {
            "matches": "Sandworm:EmergeFromGround1",
            "sounds": [
                {
                    "sound": "Entities/Living/Leviathan/SandwormEmerge.ogg"
                }
            ]
        },
        {
            "matches": "Sandworm:SandWormRoar",
            "sounds": [
                {
                    "sound": "Misc/Silence.ogg"
                }
            ]
        },
        {
            "matches": "Sandworm:SandWormRoar",
            "sounds": [
                {
                    "sound": "Misc/Silence.ogg"
                }
            ]
        },
        {
            "matches": [
                "Sandworm:BurrowingRumble1",
                "Sandworm:BurrowingRumble2",
                "Sandworm:BurrowingRumble3"
            ],
            "sounds": [
                {
                    "sound": "Entities/Living/Leviathan/SandwormFollowing.ogg"
                }
            ]
        }
    ]
}```

Earth leviathan sounds don't seem to work either, log has no errors
radiant marsh
#

@cinder jolt Can we get an entry/reference from christmas jingle for levels still using LEC? LEC still using the damn christmas song haha xD

cinder jolt
#

also @fiery arrow will ask you to edit a small file and put that through as a pull request, I think that makes the wiki editable to you without me needed to open it up to everyone

simple ether
#

What's new in the update? Immediatly went for the changelog but alas, it's not there

sleek dew
#

And what's new? @cinder jolt

cinder jolt
#

v0.1.2

  • Fixed an issue where if two sound replacers replaced a sound and the one that loaded first was disabled due to a config, the second enabled one couldn't play
#

it was a silly problem

simple ether
#

ahhhh cool cool

merry sedge
#

The Scan incident

sleek dew
#

@cinder jolt I can't set the mine sound to trigger before the explosion

#

It's not on the list, I don't know how to write it down

#

Perhaps this mod covers it

sleek dew
#

And they worked simultaneously, creating noise

#

The meaning of "matches" is "Trigger", does it exist?

cinder jolt
#

yes it should be trigger

sleek dew
#

Strange

#

Sound doesn't work

cinder jolt
#

MineDetonate plays when the mine blwos up

sleek dew
#

Well, that's what vanilla sounds like

#

What first beeps and then explodes

#

Right?

#

Or when it beeps - a separate track

#

And the explosion is different

sleek dew
#

MineTrigger in LCSound, it’s not easy to call it that

cinder jolt
#

well then it's probably MineTrigger

sleek dew
#

Hm

#

For some reason, despite everything being random, the same music plays in my menu when I start the launch

cinder jolt
#

there is most likely a problem with the weight system, it hasn't been fully tested so youll just need to wait for an api update to fix that

sleek dew
#

Menu1_06 this one

cinder jolt
#

are you using randomness: determinstic?

sleek dew
cinder jolt
#

no dont do that, derterminstic plays the exact same sequence of sounds

sleek dew
#

I took it from LR, but didn’t know the meaning

cinder jolt
#

it gets seeded from the filename

sleek dew
#

Damn, I didn't know that

#

What value should I use for the menu?

cinder jolt
#

nothing delete it

sleek dew
#

Should I delete this?

#

Or just the guy himself

#

"type": "deterministic"

cinder jolt
#

the whole randomness setting

sleek dew
fiery arrow
cinder jolt
fiery arrow
#

made a request to add a text file

fiery arrow
#

@cinder jolt Is a weight of 1 greater than a weight of 30?

sleek dew
#

I'm already starting to get confused...

#

I need more documentation...

#

1=100%

fiery arrow
#

Either the giant is broken or 1 is greater than 30 TE_Shrug

sleek dew
#

0.3=30%

#

?

fiery arrow
#

my understanding was 100=100% 1=1%
but now Im not sure

#

well technically thats not correct either, all weights combined = 100%, then it splits them depending on how relatively large they are.
So a weight of 5 and 1 would be 83.333% and 16.666% respectively

dark crypt
#

The chance of one weighted option being chosen, if it's working correctly, should be one weight divided by all weights added together

#

So if it's weight 1, weight 58, weight 23, the chance of the weight 1 being chosen would be 1 in 82

#

But also, if you're using deterministic randomness, it will seem not random as you're probably using the same "seed", wherever the sound api retrieves a seed from

fiery arrow
#

Then the giant is broken, because I have this set up and it almost always chooses the ones with a very low weight

                "CloseWideSFX:GiantStomp1",
                "CloseWideSFX:GiantStomp2",
                "CloseWideSFX:GiantStomp3",
                "CloseWideSFX:GiantStomp4",
                "CloseWideSFX:GiantStomp5"
            ],
            "sounds": [
                {
                    "sound": "Entities/Living/Giant/GiantStomp1.ogg",
                    "weight": 80
                },
                {
                    "sound": "Entities/Living/Giant/GiantStomp2.ogg",
                    "weight": 80
                },
                {
                    "sound": "Entities/Living/Giant/GiantStomp3.ogg",
                    "weight": 80
                },
                {
                    "sound": "Entities/Living/Giant/GiantStomp4.ogg",
                    "weight": 80
                },
                {
                    "sound": "Entities/Living/Giant/GiantStomp5.ogg",
                    "weight": 80
                },
                {
                    "sound": "Entities/Living/Giant/GiantStompLine1.ogg",
                    "weight": 1
                },
                {
                    "sound": "Entities/Living/Giant/GiantStompLine2.ogg",
                    "weight": 1
                },
                {
                    "sound": "Entities/Living/Giant/GiantStompLine3.ogg",
                    "weight": 1
                },
                {
                    "sound": "Entities/Living/Giant/GiantStompLine4.ogg",
                    "weight": 1
                },
                {
                    "sound": "Entities/Living/Giant/GiantStompLine5.ogg",
                    "weight": 1
                },
                {
                    "sound": "Entities/Living/Giant/GiantStompLine6.ogg",
                    "weight": 1
                }
#

jumping is fucked up too... Is it cumulative? the hell?

This almost exclusively plays var2, only occasionally doing one of the other two

#

Yeah I keep finding sounds where the weights arent accurate at all, somethings gone wrong with the system

sleek dew
#

@fiery arrow Do you have this enabled?

#

I had something like this on my menu

fiery arrow
#

Does the weight not apply if you dont have deterministic?

sleek dew
#

I don't know

#

🥺

fiery arrow
#

looks like a no

radiant marsh
#

I found I had to use deterministic for my shotgun sounds 😛

#

But for like audio like a menu swap etc it was fine without anything

merry sedge
#

but...

proper dragon
#

Okay disregard @cinder jolt , discovered it was QualityCompany

#

Gonna post a bug report on their github

stoic lily
#

Hi, assuming everyone has the same sound file/sound mod, are the replaced sounds synced over multiplayer or is there no networking yet?

fiery arrow
#

The mod itself needs to have sync enabled in the files, otherwise yes

stoic lily
#

oooh, how do we enable the sync in the files?

fiery arrow
stoic lily
#

ah ok, I already have that set up, didn't know that also syncs too! thanks! 👍

fiery arrow
#

On another note, hot damn that download counter

lament drift
#

goated

dark crypt
#

When using a replacer for the Meltdown music, do I need to turn the volume of the music in the config down? I can still hear a faint ghost of the original meltdown music even with a replacer, unless of course replacing modded sounds isn't quite yet fully supported?

#

Or if I don't use "*:MeltdownHandler:music", should I instead just use "MeltdownHandler:music"?

#

Or do both do the same thing

fiery arrow
#

Modded sounds probably aren't fully supported yet

#

Also, you'd only need "MeltdownHandler:music", the third section is just extra specification and isn't necessary (usually)

dark crypt
#

Alright cool, thanks. I figured it might just not work perfectly yet, I imagine my script will work fine once support is added, assuming nothing drastic changes

fiery arrow
#

aaalmost there 7658_oh_yea

cinder jolt
#

I think you're just imagining the faint original

#

I know it works I have a test pack at home so I'll be able to share that in a bit

dark crypt
cinder jolt
proper dragon
# cinder jolt wdym by this?

I thought that Mirage and the SoundAPI had a conflict cus the Spore Lizard wasn't playing LR's sound earlier, but it was QualityCompany's networking shit causing chaos

#

However I still can't fully say a conflict isn't possibly, I will say that I had a bug yesterday where a coil head for me was using my friend's voice but for them it was using mine lol but that could have been caused by QualityCompany too

#

I removed it entirely

dark crypt
#

Maybe using *:MeltdownHandler:music instead of just MeltdownHandler:music did something idk

cinder jolt
dark crypt
cinder jolt
#

I also really love how discord mobile still just sometimes make this thread disappear from my following list

cinder jolt
sleek fjord
cinder jolt
sleek fjord
cinder jolt
#

no there is no changing at runtime at runtime yet*

radiant marsh
#

So PizzaTowerEscape still 😛

jolly garnet
#

This API currently crashes my game:

  ERROR: SymGetSymFromAddr64, GetLastError: 'Попытка обращения к неверному адресу.' (Address: 00007FFAC7DFD48A)
0x00007FFAC7DFD48A (UnityPlayer) (function-name not available)
0x0000029159BBAF91 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Networking.DownloadHandlerAudioClip:get_audioClip (UnityEngine.Networking.DownloadHandlerAudioClip)
0x0000029159BBACC3 (Mono JIT Code) UnityEngine.Networking.DownloadHandlerAudioClip:GetContent (UnityEngine.Networking.UnityWebRequest)
0x0000029159BB4B2B (Mono JIT Code) [./API/AudioFormatProvider.cs:30] loaforcsSoundAPI.API.AudioFormatProvider:LoadFromUWR (string,UnityEngine.AudioType) 
0x0000029159BB4913 (Mono JIT Code) [./Providers/Formats/OggAudioFormat.cs:13] loaforcsSoundAPI.Providers.Formats.OggAudioFormat:LoadAudioClip (string) 
0x0000029159BB3638 (Mono JIT Code) [./SoundLoader.cs:32] loaforcsSoundAPI.SoundLoader:GetAudioClip (string,string,string,UnityEngine.AudioClip&) 
0x0000029159BB3303 (Mono JIT Code) [./Data/SoundReplaceGroup.cs:77] loaforcsSoundAPI.Data.SoundReplaceGroup:CreateSoundReplacement (loaforcsSoundAPI.Data.SoundPack,System.Collections.Generic.List`1<loaforcsSoundAPI.Data.SoundReplacement>,Newtonsoft.Json.Linq.JObject) 
0x0000029159BB1C83 (Mono JIT Code) [./Data/SoundReplaceGroup.cs:29] loaforcsSoundAPI.Data.SoundReplaceGroup:.ctor (loaforcsSoundAPI.Data.SoundPack,Newtonsoft.Json.Linq.JObject) 
0x0000029159BB160B (Mono JIT Code) [./Data/SoundPack.cs:116] loaforcsSoundAPI.Data.SoundPack:HandleReplacers (string[]) 
0x0000029159BC292B (Mono JIT Code) [./Data/SoundPack.cs:107] loaforcsSoundAPI.Data.SoundPack:LoadNonStartupGroups () 
0x0000029159BC2593 (Mono JIT Code) [./SoundPlugin.cs:95] loaforcsSoundAPI.SoundPlugin:LoadNonStartupReplacements () 

I find the reason of why it is crashing. It's due to loading AudioClips on non main thread

cinder jolt
#

you've probably installed the game on a slow disk, disable multithreading in the config until a proper fix is made

jolly garnet
#

ok 👍

sleek dew
#

@cinder jolt Is it better not to run with IntroTweaks?

#

Because lately I've been catching errors and restarts

#

In 2 cases out of 5 it did not start for me

chilly mango
#

IntroTweaks got deprecated too so you'd want to get rid of it anyways

sleek dew
#

I have already started to get rid of it, I think they will return to the standard, without a pass

#

Or Fast Start

sleek dew
#

Every once in a while the error comes out even with it

merry sedge
#

It works for me

chilly mango
sleek dew
#

Because I have problems starting

#

Which didn't exist before

merry sedge
#

really?

#

that's strange

sleek dew
#

Yes, very strange

#

I didn't even change anything

#

And suddenly problems appeared

#

Out of 5 launches - 2 with errors

#

As soon as I remove any mod for skipping screensavers, there are no problems

#

I could give my assembly code and test it for someone

#

But no one cares about that

#

Perhaps the problem could be something else

#

Or maybe because of this

#

But that is another story

dark crypt
#

Gonna try again with the *: removed

merry sedge
#

IndustrialFan:LargeFanRoom is not replaced

dark crypt
# dark crypt

Just double checked that the actual audio file itself didn't have the faint soundtrack and it doesn't, this still happens even with just MeltdownHandler:music

#

At 14 seconds in the clip it's quite obvious

radiant marsh
radiant marsh