#loaforcsSoundAPI
1 messages Β· Page 3 of 1
I mean what exactly changed from 1.0.5 that's breaking stuff?
Lol
Cus you said you reverted the changes so my guess is something was missed lol
istg if its actually because it's awake and not start now
Inb4 that is it
Yeah it threw a bunch of NRE errors
@cinder jolt What did you do?
π
i got no clue
Same issue as the clip I posted earlier
wait u already have a sound api for content warning?
yes soundapi is game agnostic
i wanted to avoid the whole lcsoundtool fiasco in another game so i made it so i could easily transfer it
smart
thanks to that design content warning players can already start modding their sounds
It's gotta be something that you forgot to revert back since 1.0.5 isn't brokey
@manic heron we broke soundapi π€
https://clips.twitch.tv/HomelySucculentCurlewVoteNay-ADhBCE8OAzB3eAKr @mortal nymph I pulled a Lyra moment and yelled at Bongo
XD
i like how u autopiloting almost deleted ur save
landfall broke soundapi by releasing content warning, i almost bankrupt landfall its really an even playing field here
I was intentionally going to delete that save there
jk u did delete on purpose
Yeah lol
Cus some important mod updates had come out and I removed some mods as well there
almost dont count, u should've went through with it π―
shruge
At this point I'd say just reupload 1.0.5 to TS for LC, since you really broke something π
There has to be something that's wrong here
@cinder jolt this might actually be it, cus the main menu theme seems to play on boot til a menu button is pressed, which then kills the menu theme from continuing to play
Very strange lol
i reverted back to start in 1.0.8
Wtf
So it's something else that got changed since 1.0.5 then
What is making it kill the menu theme when a button is pressed?
The good news is compared to 1.0.6 all the button sounds in the main menu work
Hmmmmmm
@cinder jolt I'm gonna guess it's like the main menu theme is on a trigger right now and when a button is pressed it kills it and overrides it
Might be worth looking at the NRE errors from 1.0.7 I would guess they're the same in 1.0.8
lol did we?
yea we did
π
it's finally bongo's turn π
trio of breaking shit
oh hey, you're also here π€
i'm sure the redwood giant (possibly plushie) broke sound api
shame
tbf the audio clips are kinda broken rn
they work but i get a warning that they're null, even though they're clearly not
i have no idea what the game is smoking
its only when i play the sounds in a fast pace too
oh whoops i meant to put this in developemnt general
upgrade that to quartet
so the audio clips work until it gets "spammed"?
yep
hey is
ive been hearing there are some oopsie dasies with the newer versions of the api
whats goin on
landfall made content warning and then i broke soundapi lol
is content warning anygood?
yeah its pretty good
only worried that because it doesn't have randomly generated interiors its going to die
but i may be clutching up by making the custom level loader
1.0.7 'n 1.0.8 aren't changelogs - are those the updates that make it "You can safely update dis now" . ,.?
no its still broken lol
I would say just push 1.0.5 again as 1.0.9
Since the new builds are brokey
Unless he commits to the github consistently, 1.0.5 is kinda poofed
nah i think my dev branch is at 1.0.5
What's the last working version ;(
1.0.5
Okay ty
Loaf decided to modify soundapi to work with content warning and that broke the lc side of things
it shouldn't and thats why its horrible
Idk why you haven't just reuploaded 1.0.5 as 1.0.9 yet to the TS page π
R2 always saying your mod has an update is daunting lol
Yeah, pull the 1.0.5 code, fix the logging, post as 1.0.9. Figure out the other problem in the background
Agreed
unfortunately i just looked through and the code in 1.0.9 is logically the exact same, the syntax is a little bit different but it will be the exact same thing
programming 
Did you update any of your software?
nope it just does what it wants
Rip
Maybe ask thunderstore staff if its possible to take newer versions down
Tho idk if that would mess with CW
its not even live on cw because i cant reupload it there with the same name lol
Add a dash to it or something
π i dont even care anymore
yeah i literally downloaded 1.0.5 and changed the number
So when logging fix?
damn, even a 1.0.5 clone isn't working with v50? rip
It does work with v50, the logging is just broken
that's all? alright
Pain in the ass for me, because I have to manually check the sound file name and patch a test file in just to get the GO
unfortunate
And even then some sounds just don't appear 
v50's just been a pain in the ass for modders in general 
just waiting for the day there's some sort of major update to it that breaks shit again
eh whatever, just updating my mod and clocking out. Not doing an audiolist update until logging is fixed or pixel ats me to do it
whatever works, your sanity takes priority over everything else lol
so is 1.0.10 just 1.0.5?
yes
well, i tried out my mod in v50 and got this error that caused the custom audio not to play... i guess i probably should've disabled the log-shortening stuff first, but yeah. weird thing is that it doesn't even seem to mention the custom api, and the original audio worked fine, so not sure what the issue is. (i'm on meltdown experimental which should be fine) 018eac0b-1d84-e36f-1c9c-8c5621fb9129
were you on a modded moon?
seems like one of the gameobjects that holds a bunch of data for meltdown failed
nah, started a new game on experimentaion
yeah, probably better to share it there, but wanted to give you a heads up since you've been helpful and see if you happen to have any ideas. just kind of weird that it seemed fine and then it broke. man don't we all love v50
oh didn't zeekers push another update? maybe thats broken something as wwell
honestly this is what gives LC the edge in the long run
agony
nah
We're still on 50.0.0-beta.2
we had .0 6 days ago, .1 4 days ago, and .2 2 days ago
oh yeah i only updated for the first version
so 1.0.10 is 1.0.5 and it works, so I am safe to slam the "update all" button? :D
yup
I didn't know Content Warning has Lethal Resonance (according to the Readme xD)
LOL
π
LOOL
I haven't followed the development of this mod for a long time, but still, have you already added the ability to make sound replacements only for specific moons?
yeah but it could be broken in v50
Oh, great! So far, v50 as a whole is not strongly supported by modding, so it doesn't really matter, except that I hope that with the release of v50 from beta it will be fixed
@cinder jolt Is there a way to do "if mod is installed, then false"? This doesn't work
That or I got the mod name wrong, in which case you need to change wiki to explain it better
actual code, it has its own sound cue
the mod_installed onlychecks actually loaded mods with code
should be sunnobunno.YippeeMod instead
every mod does their guid a bit different so you have to look at the source to figure it out
yippeeeeeeeeee!
Got annoyed with hearing wall-e at the same time as yippee so i'm just gonna add full support for it
.
yea uh
i remember hearing chatter awhile back about the multithreading config and stuff but i never payed too much attention to it
mind running me by all the pros and cons and recommended configs for it are?
pros:
- lethalresonance from 11 seconds to 2
cons: - uhh
- ummm
- :3
you can actually just go into the sound_pack.json and add "load_on_startup": [] and it will just speed up
probably going to remove that anyway now because multithreading works differently to when i first did it
yeah
@cinder jolt So i've been trying to get meltdown to work with LR, but the warning voicelines are screwed.
I have
"matches": "MeltdownHandler:warning1",
"sounds": [
{
"sound": "meltdown/WarningFar1.ogg",
"condition": {
"type": "LethalCompany:player_location",
"value": "outside"
}
},
{
"sound": "meltdown/WarningFar1.ogg",
"condition": {
"type": "LethalCompany:player_location",
"value": "on_ship"
}
},
{
"sound": "Silence.ogg",
"condition": {
"type": "LethalCompany:player_location",
"value": "inside"
}
}
]
},```
in the .json (including copies for 2-4) but for some reason when loaded it only ever plays the first variant. Even when the logs say soundapi is loading #2, only #1 plays
yo so, hope I'm not really asking something redundant, but with the Custom Meltdown example script you gave, is it possible to make it have a selection of songs to choose from in the same way that the PizzaTowerEscapeMusic mod does? Or is it only limited to choosing the one audio file?
yeah that's completely possible
do you mean the outside and onship ones? you have them set to the same sound file
am i right to assume it'd be like this or would it be something a bit more complex formatting wise?
"sounds": [
{ "sound": one possible sound},
{ sound: other possible sound}
]
awesome, thank you!
that isn't formatted correctly but it's about that
alright, once more thank you
I swear if this is it...
your mods are awesome btw, can't play the game the same again without the meltdown
tf does it mean by this?
old debug log for me
ah
is it an error by any chance? like what's it comparing there?
i-
Is this normal//
it's having some kind of hissy fit over the braces i think?
welcome to working with json
the horrors
@cinder jolt How easily do you think you'd be able to make a feature that plays sounds in order as opposed to being random
would need quite a bit of work
What about a "is player on a moon or in orbit" condition?
that wouldn't be hard
if you can cook a patch soon-ish with that and more importantly the logging 
that'd be great
it just keeps throwing the debug message whenever the music is meant to play (the music does not play)
hmm... just tried it myself and it's working fine, it could be some kind of mod conflict. bongo would know more about that than me though. what mods are you using? and do you have LCMaxSoundsFix?
wait i'm dumb, you're making you're own, not using my mod lol. ignore all that. i had a similar issue. if you're using mp3, try converting to wav.
if that's not it though, i have no idea.
been using ogg
well I figured out how to redirect logs to another file as well as the console :3
do you have an error on startup?
lemmie quickly re launch the game and check
anything relating to soundapi (blanked out alot of file path information)
mods im using aswell just in-case
Is it possible to have multiple sounds replacing the same audio using this api?
I want to have multiple main menu songs and every time you launch the game the one that's selected is random
Anyone know where I can find the default sound? Because I don't want to replace it, I want to add a variant
Unless there's a way to just add a variant without replacing it?
Gotta decompile the game and include the original sound in your mod
@cinder jolt I have this set up for the time based stingers, but it operates weirdly.
The sound is only triggered once (as far as the game is concerned), so I would expect these two to "play at the same time" and then swap depending on where the player is. Instead the sounds are triggered when the location condition becomes true.
So if I'm standing outside the ship, "StingerNight" starts playing. But the moment I step onto the ship "StingerNightShort" starts playing, and they both overlap each other.
silly ig :3
That doesn't explain anything though π
im guessing the nigh audio cue is special maybe? have you been able to replicate it with anything else?
Not yet
The weird part is the "short" sound plays for the second time if I leave and enter the ship after it has stopped playing
The long sound is so long I haven't noticed it happen but my guess is the same behaviour would occur with it too
hello
any idea of why this melody can be heared? (I don't have any sound doing that)
already answered this elsewhere ^^
yup, thx
is there any way to disable the logging? this completely spams the logs which is really annoying
v1.0.11
- Deprecated
load_on_startup(Multithreading is now always before the main menu, so it didn't make sense to have this anymore) andrandom(i've got a better plan for syncing sounds. eventually.) - Changed default threads from 32 to 4
- Slightly improved memory usage
- Setting
soundtonullon a sound replacement will remove the sound if it gets replaced like that. - Added timer to multithreaded load times.
also i think this fixes the logging
(not the spamming though, you can deal with it)
I'll spam ur mouth
Go fix it
Fair
okay, now im even more confused, I was using the wrong GO for the warnings and it was somehow replacing them??? I dont even know anymore man
uhh i think i changed which GO it was on in 2.5?
Somehow they're being replaced even though I was calling for the wrong GOs
im so confused
Please tell me you fixed the chance for Multithreading to cause chainloader failures sometimes or cause the game to freeze when pressing Online or Lan
I disabled it a while ago cus of this
oh yeah i was having issues and increased the thread spawn delay time and it seemed to help a lot
Ahhhh
@cinder jolt A lot of sounds are not playing properly after the new update
You borked something
Go sleep
Hey he needs to know, I was testing something else rq before bed and half the sounds were fucked
Lol
It's been like 2 hours since u ended stream cuz too eepy smh
I know x.x I plan to pass out in a few minutes
Yeah I downgraded
018f38ca-dd15-6513-5494-5f9dd1f7411e If you need to test, footstep sounds were dead, ship routing sounds screwed, terminal typing not working, some menu sounds not working
LOL
Just update it and test basically
anyway i fixed it
@proper dragon can you try 1.0.12 eventually and see if that fixes it :3
Should I remove the "load_on_startup"?
Will do
Yeah seems better now lol, typing really fast on the terminal seems to cause typing sounds to break but otherwise hopefully that's the only issue now XD
yeah it does nothing anymore
got it
@cinder jolt
Why no off?
normal is a normal amount lol
this really only changes the debug logs that it spits out
Yeah that was kind of the point of his question I think, I think he wants to disable it spitting debug logs lol
just need NONE as an acceptable option
π
that's what normal does 
Haha
@cinder jolt just had the Multithreading cause the game to freeze when pressing Online again
Fix it please
Gonna disable it again for now
π
wait when pressing online?
i do literally nothing
thats something else probably
I've only ever had this issue happen sometimes with SoundAPI Multithreading
v.v
If I disable it it never reproduces
might be a environement issue? if you have time could you try reproduce it with only soundapi/lr?
did you get time to test this @proper dragon? (also dont even know if you saw it lmao)
@cinder jolt Any chance you could add a fourth mode that only does "getting replacement" ? These other ones are just filling the log
the other ones (the sound1 == sound2) should actually be in my losing it logging, the getting replacement for is the correct one you should be looking at π
the == logging is active in every logging level
getting replacement is activated when extended or losing it is selected
I never did get around to testing this but if you're unable to reproduce it with just your mod and LR I would say it's likely an issue with mods that alter the main menu like MoreCompany, Emblem, or even LLL potentially
The Multithreading may introduce conflicts or issues somehow
also while testing terbium on your profile i was unable to reproduce it so i have no clue :3
Yeah I just added Terbium lol
do tell me if anything breaks with terbium, i havent fully tested it
@cinder jolt Im noticing that sounds coming through a walkie talkie get a completely different Game object and sound source. Having to add it to every sound would be a huge pain, any way you could automate that?
wdym?
For example, when an old bird is shooting missiles the sound is "metarig:CreatureSFX:ShotgunBlast", but if you are listening to someone being shot at through the walkie the sound becomes "WalkieTalkie:Target:ShotgunBlast"
i'll have a look
but the answer will probably be just *:ShotgunBlast (and having to just deal with not being able to get more specific)
What about a condition that automatically makes every matched sound in the replacer also check for "WalkieTalkie:Target:"
Wait wouldn't this then make the same sound whether or not you are hearing it through a walkie?
ehh maybe
not a big fan of making it more game specific, but theres not really a better way
Nope, the game automatically applies the radio filter. Only the path changes
Oh ok
and also there's a nice function already for it so i dont have to do too much work :3
nice
looping audios might not work properly though, don't know how those work
the steampipe sound comes through the walkie, check that to see if it has a version for looping
@cinder jolt I managed to fix the chainloader failures and crashes when pressing Online by setting HideManagerGameObject to True in my BepInEx config, so maybe that setting is gonna end up needing to be changed to true by default for SoundAPI after all lol
i'm like 95% certain those two are not correlated at all
choosing online happens way after the chainloader is finished
alongside me not doing anything when you click online/lan
Well before changing that I would get consistent crashes when pressing Online with Multithreading enabled
No idea why
My guess is it fixes whatever mods threw a fit with initializing somehow
lol
i'm also completly unable to reproduce it alongside nobody else reporting it, so i can't really debug the issue lol
If it makes you feel any better almost everytime it did crash Emblem threw an error
XD
I would imagine I know why
Most people using SoundAPI used CustomSounds/LCSoundTool before
So that setting would have been changed to true by those
Cus as I said changing that is what fixed it for me, and I changed it because @pine gale said it's better to have that setting set to true
well i've got that setting to false so :3
I mean I probably just have some mod that got angry with Multithreading and it's set to initialize in a weird way when that setting is set to false
lol
From what I understand plugins and stuff load much more gracefully when it's set to true
so said mod no longer had reason to be angy
XD
Now what that mod is idk
prob Emblem tbh
i was also unable to reproduce it with your modpack so no clue
Since it threw an error when the game crashed
Of course, you're the mod dev the issue never wants to repro for you
c;
@cinder jolt Any idea when you'll have time to update soundapi?
not soon
@cinder jolt Apparently this just doesn't want to. It plays one singular gravel sound correctly, then it kills itself and every other sound connected to the player, even ones from other jsons 
"replacements": [
{
"matches": [
"MovementAudio:Gravel1",
"MovementAudio:Gravel2",
"MovementAudio:Gravel3",
"MovementAudio:Gravel4",
"MaskedPlayerEnemy:MovementSFX:Gravel1",
"MaskedPlayerEnemy:MovementSFX:Gravel2",
"MaskedPlayerEnemy:MovementSFX:Gravel3",
"MaskedPlayerEnemy:MovementSFX:Gravel4",
],
"sounds": [
{
"sound": "player/Footsteps/StepGravelV2Outside1.ogg",
"condition": {
"type": "or",
"conditions": [
{
"type": "LethalCompany:player_location",
"value": "outside"
},
{
"type": "LethalCompany:player_location",
"value": "on_ship"
}
]
},
"weight": 1
},
{
"sound": "player/Footsteps/StepGravelV2_1.ogg",
"condition": {
"type": "LethalCompany:player_location",
"value": "inside"
},
"weight": 1
},
]
}
]
}```
yeah that's what update every frame does ATM lol
is this for movement sounds?
yaeh
i saw someone made an api for that
basically it will stop replacing all sounds on that
But why
and follow only what's in that group
this is specifically for his minecraft moon but i think it can work for other stuff? not sure 
it doesn't properly undo that cause I only did it for Meltdown replacements lol
that's not what jacuj is trying to do :3
Fix pls 
jacuj should perish then
he's busy doing something much cooler for me sorry 
it pays to be hot
@cinder jolt please for the love of god
Add an option to disable your shitty logs
Lol
I'm sorry but they flood it
XD
cry about it :3
It makes it really hard to sift through logs and try to find errors
lol
Procrastinating much? 
Literally just need that NONE option for the logging
tactical non-functionality
I also have many crash when pressing online (my bepinex hidemanagergameobject IS on false) so do you recommend disabling multithreading or set hidemanager on true ?
Last Time i checked setting it on true caused issue with some mods for me so idk
Keep HideManagerGameObject set to false, if you get crashes when pressing Online I would remove Dantors Mental Hospital if you have it, that was what was causing them for me in the end
i politely am going to murder you
π
please
yeah so the live version on thunderstore already has logging levels
ig I just haven't pushed that to GitHub
it's just like 1 log that I forgot to move over
Please push that pr lol, I've been using LessLogs to disable the debug log spam
XD
not how that works lol it's not that easy (also given that pr is based on old code, means it's physically impossible for me to merge it)
LessLogs does disable them, I set your API specifically to be Fatal, Error, Warning XD
i meant with the pr
Fair
@fiery arrow
So looping sounds follow percentages?
broken good or broken bad?
Classic loaf
yeah thank you, really appricate your hostility
its a problem with more company it seems
would really help if you could like, test only soundapi before jumping down my throat
Lol I wasn't trying to be hosile it came off wrong in text
I apologize it came off that way
I wasn't being hostile towards you at all

I have to realize some people aren't used to the way I say things π I was trying to be a bit humorous not hostile
@cinder jolt For what it's worth we all love you and all the work you do ^^ I'm sorry my message came off as hostile lol I was more so finding it funny at the time the logs were being blown up as much as they were XD
So I was cursing in a light hearted way
It just came off wrong
π¦
@cinder jolt Got another thing spamming the log now
Happened during solo testing
@hasty dune do you know what this one is?
lol
Btw @cinder jolt I guess I should say, it started spamming that after I broke a door open with DoorBreach, it's definitely an issue with SoundAPI 1.1.1 even though it doesn't explicitly seem to mention it
I believe that this warning shows up because an audio source is trying to play but has no audio attached. There's a number of causes, but one of them can be adding an audio source at runtime on an active object, as that will instantly try to play an audio clip that doesn't exist due to the default settings of audio sources. I'd have to read deeper into the code to figure it out, and it could definitely be caused by another mod spawning in an invalid audio source
it could be sound api, but it could also be the interior, DoorBreach, or another mod entirely
there's still a lot of variables at play. With large modpacks, any number of things could cause an issue like that. Unity doesn't give us enough information to tell for certain what the cause might be
Well I can test by downgrading SoundAPI and if it happens again it may be a bug from me adding HarvestMoons
We'll see
I'm not seeing anything specific to SoundAPI that would trigger that warning. It seems to handle audio sources correctly as far as I can tell. Another mod is probably setting up an audio source incorrectly, causing that warning to be generated
It could be a mod that interacts with SoundAPI, or SoundAPI might be triggering the audio source before it's ready, but the only way that would really happen is if another mod is doing something incorrectly when using SoundAPI
if I could actually connect the Unity debugger and recreate the warning, I could check the stacktrace and maybe see what's causing it to play, but the Unity debugger doesn't like to connect with FixPluginTypesSerialization, which is a dependency for LLL, and most other content adding mods
@cinder jolt I got the problem
I turned on I'm going to lose it
It's definitely SoundAPI, looks like it gets stuck looping and then Unity throws a fit
that message is coming from the same section that was producing the errors before. It's trying to play an audio clip on an audio source that doesn't have a clip assigned to it, which is also what's causing the warning in the other log
SoundAPI should probably check for that and not play it just to prevent the warning spam, but it's indicative of another mod spawning audio sources without proper audio clips
The issue is it doesn't happen with 1.0.12
and it seems to happen anytime a door is unlocked or gets lockpicked
yeah it wouldn't happen with older versions
only the latest version has the code that does that
it's an issue with another mod, but SoundAPI not null checking it is compounding the issue
Ahhhh
I can send you a compiled version of this PR that should fix it
although I dunno if thunderstore/r2modman codes work with custom mod versions
actually, I can test that really easily lol
I just wonder what mod might be doing it lmao, I'll have to test later
ok yeah r2modman overrides the DLL if I replace it manually
oh well, it does make sense though
also it looks like 1.1.1 has the same fix as that PR, so I'll just close it now
wow lmao looks like the issue is:
have a sound on loop
then a playOnAwake sound or calling Play()
with a null audio clip
why do people do these things π
I'm gonna guess the mod causing the problem is either
@pastel sigil's MalfunctioningDoors mod
or GhostCodes' features to lock and unlock doors
You're saying my mod is messing with audio??
I'm not certain on it just guessing it's your mod or GhostCodes cus they touch the door locking mechanic
don't blame other people like that π
Oh no I'm not trying to
Those are just the only 2 mods in my pack that I'm guessing are doing it
I need to test still
it could be a completely unrelated mod lol
I feel like my Autism makes things come off the wrong way sometimes lol
Locking the door doesn't even play a sound though π€
Then what is causing that error spam?
It happens when a door
Unlocks
Dunno why
Whether it be by doorbreach or one of the doors auto unlocking
That's when it freaks out
Gonna manually import the new build you pushed and test it @cinder jolt
@cinder jolt Btw a compatibility problem dunno if it's your fault though or if flip needs to fix this
But TooManyEmotes audio doesn't loop anymore
double pinge
Ik It's cus I'm testing 1.1.2
Ummm @cinder jolt
Disabled a turret and it's stuck making the firing sound
LOL
Isnt that a vanilla bug?
No
It was disabled before firing
While turned off it started playing the firing sound
and never stopped til it saw me
SoundAPI be buggy after 1.0.12
XD
But it happened right here
https://medal.tv/es/games/lethal-company/clips/i4mbNps32fRX9Z_83/d13376iv9Azt?invite=cr-MSx2RFIsMjM5ODY0MjU3LA
Watch Turret Hell and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
That's different
What happened for me is like I said
It was not firing when I turned it off
It did not see me
It started playing the firing sound randomly when off
The game had to have triggered the shooting sound for soundapi to play it
Nevermind, guess it is a soundapi thing #1197391708816679002 message
Dude just start uploading beta versions to github at this point
be silly :3
also i think i fixed the multithreading too much
actually thats wrong lmao
okay that seems more correct
Did you also find out why TME was breaking?
no im fixing multithreading first
Lol you got this
wait a minute, since when u got the same last name as xu? 
:3
They've been dating for a while now. I think Bongo just finally changed his name to make it Obvious
The pfp's alone have been giving it away XD
OH yeah that makes sense xD
:3
with all the config options on :3
Yay Multithreading is making sense again
@proper dragon it all good if i dm you a test build so i can get make sure the new new new multithreading doesnt explode?
Sure, I'm guessing the best way would be to find a turret and try disabling it again?
XD
did you change the spacing π³
turns out actually running the looping code might help

write better code ez
I think you should try that too, Xu 
Not trynna hear that from you, putting a while true loop in an enemy
Don't forget to 0 null checks in there too
Not sure where you're getting that from π
That on the other hand, I might be guilty of (sometimes)
The puffer poison
Oh... That one π
Yeah... Kinda forget to update that mod that removes the while loop π
Speaking of, don't forget to update TestAccountFixes to fix it constantly looking for Television Controller per frame
That's not even a dependency
lol
But a soft dependency.
Fixes compatibility with that mod
But yeah, there's no reason for it to check for it every frame
Yeah
Lmfao
Testy moment
Also yeah please fix Poison Puffer
I still remember when that nuked my game
XD
so I have all of one singular sound file I'm adding to the game for my mod
Lunxara mentioned that LC Sound Tool is a slower and less efficient than loaforcs, so I was wondering what the differences really are and how much of a difference loaforcs would make compared to LC Sound Tool
doesnt it say the differences in the lethal wiki?
I don't think there ever was a page for it on lethal wiki
you should bully Bongo to make a pr for lethal wiki for the api

oh, but this exists https://github.com/LoafOrc/loaforcsSoundAPI/wiki
@cinder jolt So we were playing and footstep audio randomly stopped working
Haven't had that happen in a long time
You might wanna see if you can find anything, I see a lot of cannot play disabled sound messages
anyways, in terms of performance, is loaforcs generally the way to go at this point?
or is LCSoundTool comparable, with loaforcs having more features
yes sound api is just better at this point
lcsoundtool has quite a few game breaking issues (can ask the lethal resonance guys for the fun they had)
The only part it's worse in is tutorials
ight, I'll prob change over to it at some point then
it's not the main focus of my mod, just nice to have
I didn't even use tutorials for LCSoundTool 
:3
:3
this is bias from the creator themselves! 
so thereβs no tutorials or not that much?
or the tutorial is pinging u and asking how to do it π²
It's a "Little" bit harder that lcsoundtool
@pine gale is definetnly an unbiased second opinon
ah yes of course! what does this unbiased second opinion have to say about sound api?
Amazing api
exactly
fifth unbiased opinion: sound api is fire
6th unbiased opinion: i hate sound api, it's BAD
You hate your partner's mod? This seems like a pretty abusive relationship π€
XD
he likes it
First biased opinion: bad, so bad, no like, kill
You'll never be happy ever again
π
perfectly mentally stable naming schemes
Just quick question...
Is the trigger in front of that door supposed to make my pc explode or is that a bug? π
The trigger doesn't exist without it installed π€·
i dont know what to tell you then
soundapi barely does anything with lethal company, its all unity lol
aye, the newest update makes this error pop up and cant update
Same thing for me too
It's because by default Windows doesn't have Long File Path support, you can downgrade, you can execute a PowerShell command to enable Long File Path support or you can be patient and wait for Bongo to fix it
It's something Bongo needs to fix really
oh I see I see
@cinder jolt π
He already knows
Oh I know I was waving to him cus I saw him come Online while we were chatting in the thread XD
There he is lol
For what it's worth DiFFoZ doesn't understand why you're having Long File Path issues because he's also making use of zString stuff and hasn't ran into the same problem so I believe you'll figure it out. I'm hoping it's a simple fix ^^
which version of SoundAPI is recommended to downgrade to?

## When using only a config loaforcsSoundAPI will be able to skip loading some sounds. This means mods that let you change config mid-game will not take affect until a restart.
# Setting type: Boolean
# Default value: true
SkipLikelyUnusedSounds = true
'When using only a config'.. wdym?
When using only one config? So when I set this to false I can change soundpack (LR) config mid-game, the changes will apply but loading sounds during startup takes slightly longer? Am I getting this right?
But when can I hotload sounds?
I was thinking about it but I have no clue how hard that'll break things
@cinder jolt Seems like some sounds are constantly destroying the logs
could you try with losing it logging?
Will later
And now there's constant heartbeat going on :3
:3
Seems losing it logging stops it from happening
I take it back, it still happens

Yeah theres some weird stuff happening with looping sounds
So im trying to replace the radio music on the car, and its not syncing up between players. This a LC thing or soundapi thing?
Then what should I do
How long has it not done anything for? 
since 1.0 i think
Well either add deterministic back as a legacy setting or get something else. Not having it will be a nightmare for people using my mod
I mean this will also fuck with LR too, LR uses deterministic for a lot of sounds
XD
Yeah idk why they use deterministic for that
Thats moroxide for you, but point being sycned sounds is pretty important
They also for some reason
Include vanilla sounds in some cases
Which is dumb
Because you're adding a sound that already exists in the game again making that load into ram
Like the Breaker Box sound for example
it's not even replaced
It reuses the vanilla sound
CS does "Sync the Unity randomization seed with all players". Think that's a better option?
maybe idk
Technically speaking it should be, compared to deterministic anyway
I mean anything that's more optimized than deterministic would be better tbh
Another looping bug, jester doesnt jester
This explains why we had a Jester manage to run outside yesterday pissed on Titan but noone ever heard it winding and warned us lol
When you get to updating i'd appreciate a toggle for randomizing looping sounds. Sometimes I just want them to randomize on load, be it game or just a new moon
lunxara suddenly starting having this issue with mirage, where audio clips are suddenly stuck at a length of 0:
ArgumentException: Length of created clip must be larger than 0
at UnityEngine.AudioClip.Create
is it possible that soundapi is causing this? i kinda doubt it, but i just wanted to ask anyways since soundapi did have an update a day ago
trying to pinpoint what mod could be breaking mirage rn
nah I don't touch any audio clips not created by soundapi
Yeah we found out it's SolidLib because SolidLib is touching audio, it was just bad coincidence that we readded SoundAPI the same day Solid updated SolidLib lol
Sorry for the trouble bud π It's great to have SoundAPI in the pack again without bugs
Actually I'm wondering if it might be SoundAPI here's the weird thing, disabling SolidLib made the errors go away at least in my solo tests
But
Enemies won't use my voice at all
Gonna try disabling it and finding out
It does log that it's mimicing the voices
But the lines aren't playing
This is so odd
Lol
We're bordering on Mirage somehow being broken but we don't know why
Yeah it's not SoundAPI
Confirmed that
Mirage just seems to be dead somehow
Soldlib adds like a million gameobjecta to play sounds and never gets rid of them afaik
Yeah it's not SolidLib or SoundAPI idk what it is
It's weird how the issue is sudden though
you gotta stop making assumptions like this π it wasn't even confirmed at the time
too quick to put the blame on specific mods when it's not confirmed
anyways it was confirmed to be an issue from #1253705079605956640
Barch it was because the errors stopped logging with SolidLib disabled.
It was just unfortunate is all
I know cus DiFFoZ was reproing it on a small pack and discovered it
that doesnt mean it's confirmed though, all im saying is to be careful with saying it's a mod at fault if it's not confirmed
just gotta change your wording a bit
Yeah I know I apologize, I said that when DiFFoZ sounded certain it was probably SolidLib before he found out it was his mod and disabling SolidLib got rid of the errors which didn't help. It was a very strange bug for sure that I couldn't explain lol
@cinder jolt I think error logging might be broken. A json is failing to load, but the log shows no errors
nope
if there is a problem, its with a library which i use, which i doubt, and also can't fix
It used to drop an error showing what line and character it failed to parse at, but now it just reports it as succesfully loaded
maybe unitask being dumb then? try with multithreading disabled?
Yeah that did it. Odd
problem two electric boogaloo, update every frame still breaks after the first check

Can fix soon or do I scrap the idea for now
I have no clue what could even be going wrong
Literally no idea what could be causing this, but whatever it is is preventing the whole thing from loading @cinder jolt
Parameter name: key
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:0)
loaforcsSoundAPI.API.Conditonal.Setup (loaforcsSoundAPI.Data.SoundReplaceGroup group, Newtonsoft.Json.Linq.JObject settings) (at ./API/Conditonal.cs:20)
loaforcsSoundAPI.Data.SoundReplacementCollection..ctor (loaforcsSoundAPI.Data.SoundReplaceGroup group, Newtonsoft.Json.Linq.JObject data) (at ./Data/SoundReplacementCollection.cs:19)
loaforcsSoundAPI.Data.SoundReplaceGroup..ctor (loaforcsSoundAPI.Data.SoundPack pack, Newtonsoft.Json.Linq.JObject data) (at ./Data/SoundReplaceGroup.cs:37)
loaforcsSoundAPI.Data.SoundPack.ParseReplacer (System.String replacer) (at ./Data/SoundPack.cs:158)
loaforcsSoundAPI.Data.SoundPack.QueueLoad () (at ./Data/SoundPack.cs:125)
loaforcsSoundAPI.SoundPlugin.Awake () (at ./SoundPlugin.cs:92)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()```
Mis spelt condition maybe?
Copy pasted everything, shouldnt be...
if a replacer json file has only a config for its condition, i check if that config is enabled and if it isn't i just stop processing it all together
Does that apply to the entire json or any sound with a config?
well it only checks the replacer's condition
{
"condition": { "type": "config", "key or whatever": ":3" }, // only this is checked
"sounds": { //...
}
}
Would it be possible to check for any config condition? even in the sounds themselves
yeah but it would require extra work from you. because there wouldn't be a way to tell a condition that is used to swap tracks (e.g. meltdown audios) or enable/disable it from loading
What if it's a unique function just for the purpose of disabling a sound if a specific config is turned on/off
yeah it'll probably be like another condition that you wrap it in, or a property os smth
LR uses a ton of ram as is, so a little extra work to free that up won't be a problem
I've been working on porting my existing mod over to this api, but the process has been quite baffling. Regardless of the matches in the log and the master audio list and even using a *, the sound I have for the airhorn just doesn't work. I got cash registers working by removing the game object, however it seems like others like lockpickers, jetpacks, and easter eggs don't do the same.
It should still be this
even when like that, it doesn't work
turns out just because I had it as "ClownHornFar" instead of "*:ClownHornFar", the api wouldn't even load anything past that
changed it to the latter fixed it
Nothing is playing here, and I haven't a clue why
Nevermind, I had a missing gameobject in a completely different replacer. Some of these error messages are totally useless man...
So... For some reason, sounds don't always get replaced for the whoopie cushion π€
{
"replacements": [
{
"matches": [
"ComedyGoldPrefab:FartSFX1",
"ComedyGoldPrefab:FartSFX2",
"ComedyGoldPrefab:FartSFX3",
"ComedyGoldPrefab:FartSFX4",
"ComedyGoldPrefab:FartSFX5",
"ComedyGoldPrefab:FartSFX6",
"WhoopieCushion:Fart1",
"WhoopieCushion:Fart2",
"WhoopieCushion:Fart3",
"WhoopieCushion:Fart4",
"WhoopieCushion:Fart5",
],
"sounds": [
{
"sound": "VineBoom.wav"
}
]
}
]
}
Pathing structure is wrong
What do you mean?
I copied the sound names straight out of my log file
The last sound under matches has a comma
try removing it
So it should be just "WhoopieCushion:Fart5"
Shouldn't cause any issues, but I'll have a look <t:1724189251:R>
no comma
Its technically not supposed to be there, but afaik soundapi automatically removes it while parsing
Though there are no other errors in it, which is why even im confused on it not working
Well this is weird, I copied that script and it works perfectly for me...
@pastel sigil When you get the time, try turning multithreading on/off I guess?
Tried that already
[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array. Stack trace: loaforcsSoundAPI.Data.SoundReplacementCollection.RegisterWithMatch (System.String matchString) (at ./Data/SoundReplacementCollection.cs:63) loaforcsSoundAPI.Data.SoundReplacementCollection..ctor (loaforcsSoundAPI.Data.SoundReplaceGroup group, Newtonsoft.Json.Linq.JObject data) (at ./Data/SoundReplacementCollection.cs:23) loaforcsSoundAPI.Data.SoundReplaceGroup..ctor (loaforcsSoundAPI.Data.SoundPack pack, Newtonsoft.Json.Linq.JObject data) (at ./Data/SoundReplaceGroup.cs:37) loaforcsSoundAPI.Data.SoundPack.ParseReplacer (System.String replacer) (at ./Data/SoundPack.cs:158) loaforcsSoundAPI.Data.SoundPack.QueueLoad () (at ./Data/SoundPack.cs:125) loaforcsSoundAPI.SoundPlugin.Awake () (at ./SoundPlugin.cs:92) UnityEngine.GameObject:AddComponent(Type) BepInEx.Bootstrap.Chainloader:Start() UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
what does this error mean?
you've (or a mod you've downloaded) incorrectly formatted the matches field
im trying to make a sound pack
you should have the devlopment logs enabled and it should say which file its trying to read before it errors, can you send that one
yeah?
matches should be "*:LeapScreamV2", soundapi requires you expliclty tell it to match like this (doing this too much can cause issues with matching incorrectly), you should techincally replace * with the correct game object name but it should be fine
I have a question as a consumer. What does multithreading do?
I heard it can cause issues with loading the game on some machines. However, if I disable the option one of two sound mods in my pack ceases functioning (LethalResonance and PowerSounds, no overlapping configs; Power stops playing sounds with multithreading off).
Wondering if that's intentional behaviour or a fault on either the API or the mod.
multithreading does cause crashes cause of unity stuff, i think its more common on less powerful computers. it almost definitely should not be causing sound packs to behave differently whether it is enabled or not
uhh.. do you know what the error i made is?
you forgot to add a closing bracket and semi colon here
ohh
Happens regardless of pc, I have a high end system and it happens lol
Just to help you out here
:3
Got it, I'll bring it up with the modder then, thanks for the answer
LethalResonance just makes it the most likely cus it has so many sounds
Is it possible to have sounds not play depending on the moon? For example, I would like to disable ambient music / time-of-day cues on Embrion because that moon has its own ambience which i'm replacing with a song
https://github.com/LoafOrc/loaforcsSoundAPI/wiki/Lethal-Company-Conditions#moon_name this is about the syntax you need
woah i didnt know about that page, thanks!
You can get pretty specific with it
(This specific script would result in "AmbienceMansionRareDiagetic" playing when the dungeon is Mansion or a modded moon. You can also future proof this by having Level4Flow, Level5Flow, Level6Flow... Entries, since that seems to be Zeekers' dungeon naming scheme)
I need help with replacing the cruiser eject sound
It has the same name as the coilhead sound
No?
Spring1.ogg for the coilhead, Spring1.ogg for the cruiser spring. is it not?
Technically, but you can specify which instance to replace by adding the audiosource
i dont know how to find the audiosource
It will appear in the log when the sound is played ingame
Assuming you have logging set to extended or that other option
What's that sound? When I'm outside in any weather, I constantly trigger
When inside the complex everything is fine
Probably the experimental looping handling breaking
can someone please tell me what is wrong with this package? why do the folders disappear?
everything is fine.
when i upload the mod, every file in any folder get moved out and the folder gets deleted and i am so frustrated and i
i think it's the file structure, as it's supposed to be BepInEx -> plugins - > BulterMoai
uhh?
you don't need to move the other files into the plugins folder, just the folder of the mod itself
follow this file structure
CustomSounds being ButlerMoai
ohh
It finally functioned
Can I have your mod list? Our lobby is getting it without soundapi and I want to cross-compare
Sec
0192c3ec-6c08-4c02-9e54-73ae50e8a91d
I may not have noticed this lag of sound outside in the weather before, or maybe after updating the game, but this is very strange. then I will check each mod separately
We're pretty certain its emergency dice, testing now
It's interesting, but it was recently updated and this problem just started
It and v66 were the only changes made to our pack
Since there are no reports in DPT, I doubt its a vanilla issue
It's OpenBodyCams' update
We isolated it
It's been very frustrating to say the least
Hope this solves your issue
I appreciate you sending that, made things fairly easy for a while. I was able to get a sound replacing StartOfDay on Assurance & Offense, but then when I tried replacing the same sound on different moons with something else it all stopped working. I feel like I don't understand what the structure is supposed to be but it seemed right to me
Great, I'll check it out today!
Everything is fixed, thank you!
You can only have one matcher of the same type active at a time. Both sounds need to be chained under the first matcher. Having multiple sounds under one matcher means you need a weight value as well, which you can just slap on before or after the condition.
Also you forgot to add a ] to the end of the script
You can look at my picture for the structure again. Notice I have a second sound under the matcher that has no condition and just a high weight value
π got it, tysm!
I broke something and now the game does not restart when the quota ends...
What does the error refer to?
it looks like you are trying to refer to a config that you haven't set up
How is that?
didn't understand :Ρ
way to sound?
in your sound_pack.json file you need to define the config values you are going to use
I didn't succeed(
What does the configuration value mean?
Everything seems to be correct... :Ρ
no? your sound_pack.json just has no mention of the config value, e.g. should have
"EnabledSounds:ship_eject_alarm": {
"description": "description goes here",
"default": true
}
also im confused are you using LR as a base? or modifying it for personal use?
I used LR as a base, removing unnecessary sounds + replacing some like ship_eject_alarm with another sound
They did their job well, for that I am grateful to them + learned
stop
he should use all the sounds from Ship
Why should I write this "EnabledSounds:ship_eject_alarm": { ?
If such a folder doesn't even exist
I figured it out...
Yes, I understand, I shouldnβt have deleted the unnecessary stuff then
@cinder jolt thanks :3
I'm good with people making modifications, but please mention that it's based off LR on the thunderstore page
yes I already understood that
Itβs just that everything used to go through the ship
and now weβve added the paths separately
A bit besides the point but... alright
I'm sorry(
In a future update, it would be nice if the experimental looping sounds config can be set to apply to individual replacers
It's mainly so I dont have to double or triple the length of some files
It spams every time, but I seem to have turned off custom sounds...
You removed old bird footsteps from soundpack.json, but one of your replacers has a reference to it
What does it warn you every time?... Console spam is constant...
This has nothing to do with SoundAPI
hello, i don't know if it's the right place to ask that but here i go. I started to do a sound pack yesterday with loaforcs sound API for when I'm playing with my friends. I've put it on thunderstore and github. When i'm downloading it from github and install it manually it works. When i'm installing it from the thunderstore (via offline or online installer it breaks and by breaking i mean the directory tree is f-ed up smh (shown on screens bellow, it should be downloaded like on the first and second screen but ends up like on the third one ^^' ) any idea on how can i fix that?
I mean the easiest way to fix that is by just asking people to install it manually but explaning to each group i play with how to do it will be tedious
This is how it should be packaged when uploaded to the site
And when downloaded from the application, it is automatically unpacked to
i'm pretty sure that's what i was doing when i did upload it to thunderstore
i went and select all the files/directories (in my case the directory with replacers/sounds/sound_pack.json and the required files like manifest.json, changelog.md, LICENSE and icon.png) put it in a zip file and send it to thunderstore
unless there's something i didn't understood (like when doing a mod you have to pack the whole BepInEx and send it to thunderstore)
bruh after messing arround it's really like that 
welp thanks for the help it helped me find out why my thingy was working!
btw while i'm in here, anyone knows the match name for the mineshaft elevator jingle? i look through the whole wiki and only found LC_Office elevator name
ElevatorJingle:ElevatorJingle
if you don't know a source, you can change the logging level in SoundAPI's config and it will list anything found in the console.
The wiki is still in v50, it's a pain in the ass to keep up to date
π tyvm!
Let's gooooo
Did you manage to fix the issues Jacu ran into when he was testing it in my lobby earlier btw? I imagine he brought it up to you ^^
my profile shouldn't do that to you regardless since none of the mods erroring were moons and interiors you could likely disable those and see if you get progress ^^
I'd also use Gale if you aren't already, my profile has way less issues with Gale since Gale is what I use as my mod manager, it usually works okay with R2 but R2 takes ages to load and import it
I'll try manually importing it and see if I get any errors
ive used gale since like before it had the direct launch mode so
Ah okay ^^ wasn't sure if you used it or not lol
Oh hot damn
That performance increase
Anyways I have no issues hosting a lobby
But I know Jacu had issues joining as a client, for shiggles gonna test if I get problems if UniTask is enabled
Since it's no longer needed but it would have existed when he was testing
Still no issues
Well 2 clients in lan work for me just fine so
idk
LOL
yeah its almost certainly not soundapi
Maybe some weird issue cus he was using V2 and I had UniTask and the Legacy version idk
We'll see today cus I'm adding the new version in
Gonna update my mods to use V2 as a dependency, the optimizations are worth it to get people off the legacy build
It happened 4 times in a row and disabling V2 immediately fixed it so im really confused
Legacy and unitask were disabled too
Oh, SoundAPI v2 :0
I had UniTask and SoundAPI v1.1.7 as the host though so if it's not LR do we think it could be an issue where v2 isn't client sided currently or something? I'm just as confused as you are cus 2 lan sessions were fine for me. If you want you could boot up 2 lan sessions and see if it repros when your indev build of LR is present
Make sure you disable Stream Overlays though before booting up 2 lan clients
Or else Stream Overlays just breaks and the client will get voided
Imma inform Crit about that
turns out I cant even host
Good luck @cinder jolt
@fiery arrow It looks likt this errored then it just exploded
But how?
Oh wait that could be cus you loaded 2 clients
Might be an ignorable error
Okay yeah it gave that error for everything cus you ran 2 clients
lol
yeah I was like "holy fuck that many errors?"
Literally just
watching two consoles flash with red
Did you update TakeyPlush at all before running tests? Cus I see a TakeyPlush error I haven't seen before lol
Might be easier to see what explodes if you run just 1 game session since we know you can't host lol, to get rid of all the other error spam
if i have the beta soundapi installed should i disable the original package? (for now at least)
Having two versions of a mod is not a good idea lol
So yes
I would completely remove the original one and UniTask and just use V2
V2 is way more optimized
I'm not gonna remove it cus it will eventually be pushed to stable (and cus modman will complain if it's not there)
I'll just disable them both while using beta
@cinder jolt Seems we found the issue, this error gets thrown if you get a failed json parse upon hosting a lobby or joining as a client which then causes other mods that rely hooking into the SceneManager to break leading to the client using the mod with the failed json to get voided likewise you can get voided as a client that doesn't have the mod present
Hosting a lobby is succesful but the error shows up in the console
So chain reaction effect
what is a failed json parse, like is that when it can't find the audioclips or sources you refer to in the jsons
I'd assume parsing referring to how the program reads the .json file, any out-of-spec weirdness with formatting/notation could cause a reader to go "hey this ain't json!"
Yeah basically these throw first, then the NRE happens when trying to load or host a lobby
This is from Jacu's logs btw
yeah its because soundapi realises something is wrong but then loads the fucked data anyway because it feels like it
That makes sense lol, but figured I would let you know that we tracked the issue down. In a fresh profile of course with just SoundAPI and the broken mod present a client can join fine despite the stack trace throwing since nothing else is trying to hook into the scenemanager. But there's a ton of mods that rely hooking into it such as WeatherRegistry so the second anything that relies on it is present that's when it becomes a problem
is there a reason why beta soundapi doesn't support floats anymore?
one of the weights in my sound replacer was 0.3 which threw an error, and though it's an easy fix i'm just wondering if it's intentional or a temporary thing to be changed later?
that should never have been supported 
im fairly certain soundapi was just internally rounding that down to 0 lol
@cinder jolt Funny looping bug in V2 :3 it's much less common than it was with V1 though if you had Handle Looping Sound enabled https://www.twitch.tv/lunxara/clip/ImpossibleAnimatedTapirSoonerLater-cGtu6w2lTEPZIdxg
got this error with v2 beta, happens while loading into a lobby. causes some but not all sound replacements to stop working, even runs some within the same json that contains a broken sound. this specific one caused the ship ambient sound while landed to stop playing, but all other ship sounds ran correctly.
code: 0193f30c-1816-22ad-87ae-e7e87ee6f4e7
guys can someone tell my why this nutcracker death sound is not changing here is the replacer:
are you using beta or stable
I already reported this error before
This happens if you load a mod like LR that fails to parse a json atm
So that's because it's trying to read the meltdown json even though I have it disabled
It still reads through the json to find out that it isn't meant to load it. "but then loads the fucked data anyway because it feels like it"
test without any other mod that touches the cruiser first
i wont support the """stable""" one until its been updated to v2
try use v2 and if it doesn't catch anything just check that the sound match is correct
yes but also
when you change to v2 make sure your file is .ogg
because the beta doesn't support .wav right now
.ogg should always be used anyways
In some rare edge cases wav can actually be smaller at higher quality. Sounds like a crazy idea as far as data compression goes, but it has happened to me.
wav also should use less power to run
a very miniscule impact for sure but wav doesn't have to be decompressed to be ran
can somebody tell me why its not replacing the audio?
Matcher only work with 3 sections MouthDogModel:VoiceAudio:Breathe1
thx
this stopped working for some reason can someone send an working one?
Try double checking the previous matchers in the json and make sure they are correct. I had this issue before where everything before a wrong matcher would load and everything after it wouldnt load
i had an error but i fixed it but its still not working with the nutcrackerdie
If you havent yet, install Enemy Sound Fixes. It fixes several things including nutcrackers not playing their death sound
maybe that will fix something
that actually fix it thx
π
If I use multiple sounds with weights to replace a sound, I take it that it wonβt be synced between all players, right?
In v1 no, hopefully in v2 it will
Update :]
it fixes the main problem (the null reference exception) and adds more stuff
uhh new conditions for lll tags, is ship in orbit, renamed dungeon_name and moon_name to dungone:name and moon:name, probably some other small changes im not remembering
Hey would it be possible for you to upload the soundapi to the subterranauts community? https://thunderstore.io/c/subterranauts/
has it been tested there yet?
I'll give it a try
When using the mod_installed condition what do I type out for the mod to be detected? I take it from the wiki that itβs not just the dependancy string or the name, right?
Is it the name of the team and then the mod name? Like notnotnotswipez.MoreCompany if I wanted to detect MoreCompany or something?
GUID, which can be found in the DLL of a mod. Usually this would be the "source" section on thunderstore
Thank you!
@cinder jolt Is there a ETA for the new sound API update?
I specifically made that announcement so people wouldn't start doing this 
Which announcement?



