#loaforcsSoundAPI

1 messages Β· Page 3 of 1

cinder jolt
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straight from dealing issues with almost accidently bankrupting landfall to this omfg

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im going to murder playonawake istg

proper dragon
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I mean what exactly changed from 1.0.5 that's breaking stuff?

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Lol

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Cus you said you reverted the changes so my guess is something was missed lol

cinder jolt
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istg if its actually because it's awake and not start now

proper dragon
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Yeah it threw a bunch of NRE errors

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@cinder jolt What did you do?

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πŸ˜‚

cinder jolt
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i got no clue

proper dragon
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😭

proper dragon
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Same issue as the clip I posted earlier

mortal nymph
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wait u already have a sound api for content warning?

cinder jolt
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yes soundapi is game agnostic

mortal nymph
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u made it generic enough for any unity game eh

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thats actually fire

cinder jolt
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i wanted to avoid the whole lcsoundtool fiasco in another game so i made it so i could easily transfer it

mortal nymph
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smart

proper dragon
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Yeah the issue is now he's trying to figure out why the LC version is broken

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Lol

mortal nymph
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thanks to that design content warning players can already start modding their sounds

proper dragon
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barch

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Clearly it's you and mrov's fault

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fix SoundAPI

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πŸ˜‚

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jk jk

proper dragon
mortal nymph
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@manic heron we broke soundapi 🀝

proper dragon
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XD

mortal nymph
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i like how u autopiloting almost deleted ur save

cinder jolt
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landfall broke soundapi by releasing content warning, i almost bankrupt landfall its really an even playing field here

proper dragon
mortal nymph
proper dragon
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Yeah lol

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Cus some important mod updates had come out and I removed some mods as well there

mortal nymph
pine gale
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its okay, being sued is only a concept

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dont let that stop you

mortal nymph
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shruge

proper dragon
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At this point I'd say just reupload 1.0.5 to TS for LC, since you really broke something πŸ˜…

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There has to be something that's wrong here

proper dragon
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Very strange lol

cinder jolt
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i reverted back to start in 1.0.8

proper dragon
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Wtf

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So it's something else that got changed since 1.0.5 then

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What is making it kill the menu theme when a button is pressed?

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The good news is compared to 1.0.6 all the button sounds in the main menu work

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Hmmmmmm

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@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

proper dragon
manic heron
mortal nymph
mortal nymph
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it's finally bongo's turn πŸ˜‚

pine gale
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trio of breaking shit

manic heron
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i'm sure the redwood giant (possibly plushie) broke sound api

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shame

pine gale
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tbf the audio clips are kinda broken rn

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they work but i get a warning that they're null, even though they're clearly not

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i have no idea what the game is smoking

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its only when i play the sounds in a fast pace too

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oh whoops i meant to put this in developemnt general

mortal nymph
mortal nymph
pine gale
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yep

kindred pecan
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hey is

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ive been hearing there are some oopsie dasies with the newer versions of the api

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whats goin on

cinder jolt
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landfall made content warning and then i broke soundapi lol

odd minnow
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is content warning anygood?

cinder jolt
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yeah its pretty good

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only worried that because it doesn't have randomly generated interiors its going to die

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but i may be clutching up by making the custom level loader

formal token
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1.0.7 'n 1.0.8 aren't changelogs - are those the updates that make it "You can safely update dis now" . ,.?

cinder jolt
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no its still broken lol

proper dragon
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Since the new builds are brokey

pine gale
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Unless he commits to the github consistently, 1.0.5 is kinda poofed

cinder jolt
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nah i think my dev branch is at 1.0.5

dark crypt
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What's the last working version ;(

cinder jolt
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1.0.5

dark crypt
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Okay ty

kindred pecan
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How did you fucky wucky explode your api

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Well I guess if you knew you’d fix it

fiery arrow
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Loaf decided to modify soundapi to work with content warning and that broke the lc side of things

cinder jolt
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it shouldn't and thats why its horrible

proper dragon
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R2 always saying your mod has an update is daunting lol

fiery arrow
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Yeah, pull the 1.0.5 code, fix the logging, post as 1.0.9. Figure out the other problem in the background

cinder jolt
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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

fiery arrow
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programming CatThumbsUp

pine gale
cinder jolt
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nope it just does what it wants

pine gale
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Rip

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Maybe ask thunderstore staff if its possible to take newer versions down

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Tho idk if that would mess with CW

cinder jolt
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its not even live on cw because i cant reupload it there with the same name lol

fiery arrow
cinder jolt
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πŸ’€ i dont even care anymore

cinder jolt
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yeah i literally downloaded 1.0.5 and changed the number

fiery arrow
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So when logging fix?

jolly nova
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damn, even a 1.0.5 clone isn't working with v50? rip

fiery arrow
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It does work with v50, the logging is just broken

jolly nova
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that's all? alright

fiery arrow
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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

jolly nova
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unfortunate

fiery arrow
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And even then some sounds just don't appear TE_cryingsadman

jolly nova
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v50's just been a pain in the ass for modders in general EliseSigh

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just waiting for the day there's some sort of major update to it that breaks shit again

fiery arrow
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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

jolly nova
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whatever works, your sanity takes priority over everything else lol

oblique relic
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so is 1.0.10 just 1.0.5?

cinder jolt
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yes

jolly nova
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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

cinder jolt
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were you on a modded moon?

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seems like one of the gameobjects that holds a bunch of data for meltdown failed

jolly nova
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nah, started a new game on experimentaion

jolly nova
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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

cinder jolt
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oh didn't zeekers push another update? maybe thats broken something as wwell

ancient axle
ancient axle
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nah

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We're still on 50.0.0-beta.2

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we had .0 6 days ago, .1 4 days ago, and .2 2 days ago

cinder jolt
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oh yeah i only updated for the first version

formal token
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so 1.0.10 is 1.0.5 and it works, so I am safe to slam the "update all" button? :D

fiery arrow
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yup

chilly mango
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I didn't know Content Warning has Lethal Resonance (according to the Readme xD)

pine gale
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LOL

cinder jolt
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πŸ˜…

mortal nymph
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LOOL

slow coral
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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?

cinder jolt
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yeah but it could be broken in v50

slow coral
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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

fiery arrow
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@cinder jolt Is there a way to do "if mod is installed, then false"? This doesn't work

cinder jolt
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that should work

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one sec

fiery arrow
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That or I got the mod name wrong, in which case you need to change wiki to explain it better

cinder jolt
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is the yipee mod only using customsounds/lcsoundtool?

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or does it have actual code

fiery arrow
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actual code, it has its own sound cue

cinder jolt
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the mod_installed onlychecks actually loaded mods with code

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should be sunnobunno.YippeeMod instead

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every mod does their guid a bit different so you have to look at the source to figure it out

fiery arrow
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Yeah should explain that in docs

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Yup, that fixed it. Thanks

mortal nymph
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yippeeeeeeeeee!

fiery arrow
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Got annoyed with hearing wall-e at the same time as yippee so i'm just gonna add full support for it

kindred pecan
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@cinder jolt

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you available rn

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i got some small questions about the configs

kindred pecan
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.

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yea uh

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i remember hearing chatter awhile back about the multithreading config and stuff but i never payed too much attention to it

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mind running me by all the pros and cons and recommended configs for it are?

cinder jolt
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pros:

  • lethalresonance from 11 seconds to 2
    cons:
  • uhh
  • ummm
  • :3
cinder jolt
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probably going to remove that anyway now because multithreading works differently to when i first did it

kindred pecan
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thanks og

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should i leave the number of threads the same?

cinder jolt
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yeah

kindred pecan
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thank u

cinder jolt
fiery arrow
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@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
sleek dew
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Has anyone encountered this?

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audio clip, what is this...

unreal pasture
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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?

cinder jolt
unreal pasture
cinder jolt
unreal pasture
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awesome, thank you!

cinder jolt
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that isn't formatted correctly but it's about that

unreal pasture
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so would it be formatted a lil like this?

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or just one straight line?

cinder jolt
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doesn't matter

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either will work

unreal pasture
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alright, once more thank you

unreal pasture
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your mods are awesome btw, can't play the game the same again without the meltdown

unreal pasture
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tf does it mean by this?

cinder jolt
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old debug log for me

unreal pasture
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ah

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is it an error by any chance? like what's it comparing there?

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Is this normal//

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it's having some kind of hissy fit over the braces i think?

manic heron
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welcome to working with json

unreal pasture
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the horrors

fiery arrow
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@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

cinder jolt
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would need quite a bit of work

fiery arrow
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What about a "is player on a moon or in orbit" condition?

cinder jolt
fiery arrow
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if you can cook a patch soon-ish with that and more importantly the logging perceive
that'd be great

unreal pasture
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it just keeps throwing the debug message whenever the music is meant to play (the music does not play)

jolly nova
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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?

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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.

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if that's not it though, i have no idea.

unreal pasture
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been using ogg

cinder jolt
cinder jolt
unreal pasture
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lemmie quickly re launch the game and check

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anything relating to soundapi (blanked out alot of file path information)

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mods im using aswell just in-case

jovial ingot
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Is it possible to have multiple sounds replacing the same audio using this api?

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I want to have multiple main menu songs and every time you launch the game the one that's selected is random

jovial ingot
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Anyone know where I can find the default sound? Because I don't want to replace it, I want to add a variant

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Unless there's a way to just add a variant without replacing it?

fiery arrow
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Gotta decompile the game and include the original sound in your mod

fiery arrow
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@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.

cinder jolt
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silly ig :3

fiery arrow
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That doesn't explain anything though πŸ’€

cinder jolt
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im guessing the nigh audio cue is special maybe? have you been able to replicate it with anything else?

fiery arrow
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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

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The long sound is so long I haven't noticed it happen but my guess is the same behaviour would occur with it too

merry sedge
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hello

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any idea of why this melody can be heared? (I don't have any sound doing that)

fiery arrow
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already answered this elsewhere ^^

merry sedge
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yup, thx

steady rain
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is there any way to disable the logging? this completely spams the logs which is really annoying

cinder jolt
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nope yoiled

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not yet at least

cinder jolt
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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) and random (i've got a better plan for syncing sounds. eventually.)
  • Changed default threads from 32 to 4
  • Slightly improved memory usage
  • Setting sound to null on a sound replacement will remove the sound if it gets replaced like that.
  • Added timer to multithreaded load times.
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also i think this fixes the logging

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(not the spamming though, you can deal with it)

pine gale
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Go fix it

cinder jolt
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what πŸ₯Ί

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also i tyhink id rather combust than work on the codebase anymore

pine gale
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Fair

fiery arrow
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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

cinder jolt
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uhh i think i changed which GO it was on in 2.5?

fiery arrow
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Somehow they're being replaced even though I was calling for the wrong GOs

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im so confused

proper dragon
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I disabled it a while ago cus of this

cinder jolt
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i thought i did with the new multithreader?

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did the issues come back?

proper dragon
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It still happens on rare occasion

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Even with the new one

cinder jolt
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oh yeah i was having issues and increased the thread spawn delay time and it seemed to help a lot

proper dragon
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Ahhhh

proper dragon
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@cinder jolt A lot of sounds are not playing properly after the new update

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You borked something

pine gale
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Go sleep

proper dragon
# pine gale Go sleep

Hey he needs to know, I was testing something else rq before bed and half the sounds were fucked

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Lol

pine gale
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It's been like 2 hours since u ended stream cuz too eepy smh

proper dragon
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I know x.x I plan to pass out in a few minutes

proper dragon
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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

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LOL

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Just update it and test basically

cinder jolt
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anyway i fixed it

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@proper dragon can you try 1.0.12 eventually and see if that fixes it :3

merry sedge
proper dragon
cinder jolt
merry sedge
mellow shoal
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@cinder jolt
Why no off?

cinder jolt
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normal is a normal amount lol

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this really only changes the debug logs that it spits out

proper dragon
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just need NONE as an acceptable option

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πŸ˜›

cinder jolt
proper dragon
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@cinder jolt just had the Multithreading cause the game to freeze when pressing Online again

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Fix it please

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Gonna disable it again for now

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πŸ˜†

cinder jolt
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i do literally nothing

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thats something else probably

proper dragon
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v.v

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If I disable it it never reproduces

cinder jolt
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might be a environement issue? if you have time could you try reproduce it with only soundapi/lr?

cinder jolt
fiery arrow
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@cinder jolt Any chance you could add a fourth mode that only does "getting replacement" ? These other ones are just filling the log

manic heron
cinder jolt
fiery arrow
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getting replacement is activated when extended or losing it is selected

proper dragon
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The Multithreading may introduce conflicts or issues somehow

cinder jolt
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also while testing terbium on your profile i was unable to reproduce it so i have no clue :3

proper dragon
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Yeah I just added Terbium lol

cinder jolt
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do tell me if anything breaks with terbium, i havent fully tested it

fiery arrow
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@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?

cinder jolt
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wdym?

fiery arrow
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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"

cinder jolt
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i'll have a look

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but the answer will probably be just *:ShotgunBlast (and having to just deal with not being able to get more specific)

fiery arrow
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What about a condition that automatically makes every matched sound in the replacer also check for "WalkieTalkie:Target:"

lavish hearth
cinder jolt
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not a big fan of making it more game specific, but theres not really a better way

fiery arrow
lavish hearth
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Oh ok

cinder jolt
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and also there's a nice function already for it so i dont have to do too much work :3

fiery arrow
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nice

cinder jolt
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looping audios might not work properly though, don't know how those work

fiery arrow
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the steampipe sound comes through the walkie, check that to see if it has a version for looping

proper dragon
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@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

cinder jolt
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i'm like 95% certain those two are not correlated at all

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choosing online happens way after the chainloader is finished

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alongside me not doing anything when you click online/lan

proper dragon
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Well before changing that I would get consistent crashes when pressing Online with Multithreading enabled

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No idea why

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My guess is it fixes whatever mods threw a fit with initializing somehow

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lol

cinder jolt
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i'm also completly unable to reproduce it alongside nobody else reporting it, so i can't really debug the issue lol

proper dragon
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If it makes you feel any better almost everytime it did crash Emblem threw an error

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XD

proper dragon
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Most people using SoundAPI used CustomSounds/LCSoundTool before

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So that setting would have been changed to true by those

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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

cinder jolt
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well i've got that setting to false so :3

proper dragon
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lol

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From what I understand plugins and stuff load much more gracefully when it's set to true

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so said mod no longer had reason to be angy

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XD

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Now what that mod is idk

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prob Emblem tbh

cinder jolt
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i was also unable to reproduce it with your modpack so no clue

proper dragon
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Since it threw an error when the game crashed

proper dragon
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c;

fiery arrow
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@cinder jolt Any idea when you'll have time to update soundapi?

cinder jolt
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not soon

fiery arrow
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@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 huh

    "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
                },
            ]
        }
    ]
}```
cinder jolt
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yeah that's what update every frame does ATM lol

pine gale
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is this for movement sounds?

fiery arrow
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yaeh

pine gale
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i saw someone made an api for that

cinder jolt
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basically it will stop replacing all sounds on that

fiery arrow
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But why

pine gale
cinder jolt
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and follow only what's in that group

pine gale
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this is specifically for his minecraft moon but i think it can work for other stuff? not sure Think

cinder jolt
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it doesn't properly undo that cause I only did it for Meltdown replacements lol

cinder jolt
fiery arrow
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Fix pls cryingcat

pine gale
pine gale
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it pays to be hot

proper dragon
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@cinder jolt please for the love of god

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Add an option to disable your shitty logs

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Lol

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I'm sorry but they flood it

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XD

cinder jolt
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cry about it :3

proper dragon
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lol

fiery arrow
proper dragon
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Literally just need that NONE option for the logging

fiery arrow
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tactical non-functionality

deep mason
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Last Time i checked setting it on true caused issue with some mods for me so idk

proper dragon
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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

cinder jolt
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i politely am going to murder you

wanton pine
hollow basin
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😭

manic heron
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please

cinder jolt
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yeah so the live version on thunderstore already has logging levels

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ig I just haven't pushed that to GitHub

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it's just like 1 log that I forgot to move over

proper dragon
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XD

cinder jolt
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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)

proper dragon
cinder jolt
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i meant with the pr

proper dragon
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Fair

cinder jolt
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@fiery arrow

cinder jolt
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okay im going to sleep now

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nothing will explode

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rtust

fiery arrow
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So looping sounds follow percentages?

proper dragon
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@cinder jolt your update

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is fucking

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broken

merry sedge
proper dragon
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Error spam

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galore

hasty dune
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Missing a single source == null check lol

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that PR should fix it

fiery arrow
#

Classic loaf

manic heron
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oh you silly sausage

hollow basin
#

β€œokay im going to sleep now
nothing will explode
rtust”

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in bongo, we rtust violetsalute

cinder jolt
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its a problem with more company it seems

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would really help if you could like, test only soundapi before jumping down my throat

proper dragon
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I apologize it came off that way

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I wasn't being hostile towards you at all

#

I have to realize some people aren't used to the way I say things πŸ˜… I was trying to be a bit humorous not hostile

proper dragon
#

@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

#

😦

proper dragon
#

@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

hasty dune
# proper dragon

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

proper dragon
#

Maybe but this didn't happen earlier

#

Also it was a Vanilla Interior on Junic lol

hasty dune
#

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

proper dragon
#

Well I can test by downgrading SoundAPI and if it happens again it may be a bug from me adding HarvestMoons

#

We'll see

hasty dune
#

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

proper dragon
#

@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

hasty dune
#

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

proper dragon
#

The issue is it doesn't happen with 1.0.12

#

and it seems to happen anytime a door is unlocked or gets lockpicked

hasty dune
#

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

proper dragon
#

Ahhhh

hasty dune
#

although I dunno if thunderstore/r2modman codes work with custom mod versions

#

actually, I can test that really easily lol

proper dragon
hasty dune
#

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

cinder jolt
#

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 😭

proper dragon
#

I'm gonna guess the mod causing the problem is either

#

@pastel sigil's MalfunctioningDoors mod

#

or GhostCodes' features to lock and unlock doors

pastel sigil
proper dragon
cinder jolt
#

don't blame other people like that 😭

proper dragon
#

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

pastel sigil
proper dragon
#

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

fiery arrow
#

double pinge

proper dragon
#

Ik It's cus I'm testing 1.1.2

proper dragon
#

Ummm @cinder jolt

#

Disabled a turret and it's stuck making the firing sound

#

LOL

fiery arrow
#

Isnt that a vanilla bug?

proper dragon
#

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

fiery arrow
proper dragon
#

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

fiery arrow
#

The game had to have triggered the shooting sound for soundapi to play it

proper dragon
#

Look at the spam it gave

#

Check the log

fiery arrow
cinder jolt
#

ahh bomberclat

#

i think i know whats causing that lol

fiery arrow
#

Dude just start uploading beta versions to github at this point

cinder jolt
#

be silly :3

#

also i think i fixed the multithreading too much

#

actually thats wrong lmao

#

okay that seems more correct

proper dragon
cinder jolt
#

no im fixing multithreading first

proper dragon
#

Lol you got this

hollow basin
#

wait a minute, since when u got the same last name as xu? fumo_inspect

cinder jolt
#

:3

proper dragon
#

The pfp's alone have been giving it away XD

hollow basin
#

OH yeah that makes sense xD

cinder jolt
#

:3

cinder jolt
proper dragon
#

Yay Multithreading is making sense again

cinder jolt
#

@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?

proper dragon
#

XD

cinder jolt
#

oh my god im going to implode

#

im actually going to lose it

manic heron
#

did you change the spacing 😳

cinder jolt
#

turns out actually running the looping code might help

pastel sigil
pine gale
pastel sigil
pine gale
#

Don't forget to 0 null checks in there too

pastel sigil
pastel sigil
pine gale
pastel sigil
#

Oh... That one πŸ˜…

Yeah... Kinda forget to update that mod that removes the while loop πŸ˜…

proper dragon
#

That's not even a dependency

#

lol

pastel sigil
#

But yeah, there's no reason for it to check for it every frame

proper dragon
#

Yeah

#

Lmfao

#

Testy moment

#

Also yeah please fix Poison Puffer

#

I still remember when that nuked my game

#

XD

hasty dune
#

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

pine gale
#

doesnt it say the differences in the lethal wiki?

hasty dune
#

uhh

#

good point

#

lemme check

#

I don't see anything about loaforcs in the wiki

pine gale
#

hmm

#

i coulda sworn there was a section for it

#

gimme a sec

prime jackal
#

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

hasty dune
prime jackal
proper dragon
#

@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

hasty dune
#

anyways, in terms of performance, is loaforcs generally the way to go at this point?

#

or is LCSoundTool comparable, with loaforcs having more features

cinder jolt
#

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

hasty dune
#

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

hasty dune
cinder jolt
#

:3

hasty dune
#

:3

hollow basin
hollow basin
#

or the tutorial is pinging u and asking how to do it 😲

merry sedge
hollow basin
#

🀏

#

how hard can it be?

cinder jolt
hollow basin
#

ah yes of course! what does this unbiased second opinion have to say about sound api?

pine gale
#

Amazing api

cinder jolt
#

exactly

fiery arrow
#

Third unbiased opinion; amazing api

#

Here’s a fourth unbiased opinion

mortal nymph
#

fifth unbiased opinion: sound api is fire

pine gale
#

6th unbiased opinion: i hate sound api, it's BAD

cinder jolt
proper dragon
#

XD

pine gale
#

he likes it

dark crypt
#

First biased opinion: bad, so bad, no like, kill

pine gale
prime jackal
cinder jolt
#

πŸ™

fiery arrow
#

perfectly mentally stable naming schemes

pastel sigil
#

Just quick question...

#

Is the trigger in front of that door supposed to make my pc explode or is that a bug? πŸ˜…

pine gale
#

how is this sound api?

#

@pastel sigil

pastel sigil
cinder jolt
#

i dont know what to tell you then

#

soundapi barely does anything with lethal company, its all unity lol

vernal leaf
#

aye, the newest update makes this error pop up and cant update

leaden willow
#

Same thing for me too

proper dragon
#

It's something Bongo needs to fix really

vernal leaf
#

oh I see I see

proper dragon
#

@cinder jolt πŸ‘‹

pine gale
#

He already knows

proper dragon
proper dragon
proper dragon
empty tundra
#

which version of SoundAPI is recommended to downgrade to?

cinder jolt
#

none

#

1.1.6 is fixed

vernal leaf
heavy mist
#
## 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?

cinder jolt
#

YEAH

#

caps lol

#

and it'll use more memory

fiery arrow
#

But when can I hotload sounds?

cinder jolt
#

I was thinking about it but I have no clue how hard that'll break things

fiery arrow
#

@cinder jolt Seems like some sounds are constantly destroying the logs

cinder jolt
#

could you try with losing it logging?

fiery arrow
#

Will later

fiery arrow
#

And now there's constant heartbeat going on :3

cinder jolt
#

:3

fiery arrow
#

Seems losing it logging stops it from happening

cinder jolt
#

fun

fiery arrow
#

I take it back, it still happens

cinder jolt
fiery arrow
fiery arrow
#

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?

cinder jolt
#

it'll be soundapi

#

the randomness setting doesn't do anything anymore

fiery arrow
#

Then what should I do

cinder jolt
#

im not entirely sure on how i want to handle sync lol

fiery arrow
#

How long has it not done anything for? TE_Stare

proper dragon
#

So you nuked Deterministic?

#

XD

cinder jolt
#

since 1.0 i think

fiery arrow
#

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

proper dragon
#

XD

cinder jolt
#

even the scan sounds πŸ˜…

#

(they should not be doign that lmao)

proper dragon
fiery arrow
#

Thats moroxide for you, but point being sycned sounds is pretty important

proper dragon
#

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

fiery arrow
#

CS does "Sync the Unity randomization seed with all players". Think that's a better option?

cinder jolt
#

maybe idk

fiery arrow
#

Technically speaking it should be, compared to deterministic anyway

proper dragon
#

I mean anything that's more optimized than deterministic would be better tbh

fiery arrow
#

Another looping bug, jester doesnt jester

proper dragon
fiery arrow
#

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

mortal nymph
#

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

cinder jolt
#

nah I don't touch any audio clips not created by soundapi

mortal nymph
#

thought so

#

thanks for the confirmation

proper dragon
#

Sorry for the trouble bud πŸ’œ It's great to have SoundAPI in the pack again without bugs

proper dragon
#

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

pine gale
#

Soldlib adds like a million gameobjecta to play sounds and never gets rid of them afaik

proper dragon
#

It's weird how the issue is sudden though

mortal nymph
#

too quick to put the blame on specific mods when it's not confirmed

#

anyways it was confirmed to be an issue from #1253705079605956640

proper dragon
#

It was just unfortunate is all

proper dragon
mortal nymph
#

just gotta change your wording a bit

proper dragon
# mortal nymph 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

fiery arrow
#

@cinder jolt I think error logging might be broken. A json is failing to load, but the log shows no errors

cinder jolt
#

nope

#

if there is a problem, its with a library which i use, which i doubt, and also can't fix

fiery arrow
#

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

cinder jolt
#

maybe unitask being dumb then? try with multithreading disabled?

fiery arrow
#

Yeah that did it. Odd

fiery arrow
#

problem two electric boogaloo, update every frame still breaks after the first check

cinder jolt
fiery arrow
#

Can fix soon or do I scrap the idea for now

cinder jolt
#

I have no clue what could even be going wrong

fiery arrow
#

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()```
cinder jolt
#

Mis spelt condition maybe?

fiery arrow
#

Copy pasted everything, shouldnt be...

fiery arrow
#

@cinder jolt How exactly does this feature work?

cinder jolt
#

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

fiery arrow
#

Does that apply to the entire json or any sound with a config?

cinder jolt
#

well it only checks the replacer's condition

#
{
  "condition": { "type": "config", "key or whatever": ":3" }, // only this is checked
  "sounds": { //...
  }
}
fiery arrow
#

Would it be possible to check for any config condition? even in the sounds themselves

cinder jolt
#

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

fiery arrow
#

What if it's a unique function just for the purpose of disabling a sound if a specific config is turned on/off

cinder jolt
#

yeah it'll probably be like another condition that you wrap it in, or a property os smth

fiery arrow
#

LR uses a ton of ram as is, so a little extra work to free that up won't be a problem

long zenith
#

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.

fiery arrow
#

It should still be this

long zenith
#

even when like that, it doesn't work

long zenith
#

changed it to the latter fixed it

fiery arrow
#

Nothing is playing here, and I haven't a clue why

fiery arrow
#

Nevermind, I had a missing gameobject in a completely different replacer. Some of these error messages are totally useless man...

pastel sigil
#

So... For some reason, sounds don't always get replaced for the whoopie cushion πŸ€”

{
    "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"
                }
            ]
        }
    ]
}
pastel sigil
#

I copied the sound names straight out of my log file

proper dragon
#

try removing it

#

So it should be just "WhoopieCushion:Fart5"

pastel sigil
proper dragon
#

no comma

fiery arrow
# proper dragon 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?

plush scarab
#

[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?

cinder jolt
plush scarab
#

im trying to make a sound pack

cinder jolt
plush scarab
#

hold on ill generate a log

cinder jolt
# plush scarab its trying to read this replacer

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

plush scarab
#

ok!

#

thx

jagged iron
#

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.

cinder jolt
#

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

plush scarab
cinder jolt
plush scarab
#

ohh

proper dragon
#

Just to help you out here

#

:3

jagged iron
proper dragon
#

LethalResonance just makes it the most likely cus it has so many sounds

static lance
#

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

cinder jolt
static lance
#

woah i didnt know about that page, thanks!

fiery arrow
#

(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)

plush scarab
#

I need help with replacing the cruiser eject sound

#

It has the same name as the coilhead sound

fiery arrow
plush scarab
# fiery arrow No?

Spring1.ogg for the coilhead, Spring1.ogg for the cruiser spring. is it not?

fiery arrow
#

Technically, but you can specify which instance to replace by adding the audiosource

plush scarab
#

i dont know how to find the audiosource

fiery arrow
#

It will appear in the log when the sound is played ingame

#

Assuming you have logging set to extended or that other option

plush scarab
#

ok..

#

thank you

sleek dew
#

What's that sound? When I'm outside in any weather, I constantly trigger

#

When inside the complex everything is fine

fiery arrow
plush scarab
#

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

long zenith
#

i think it's the file structure, as it's supposed to be BepInEx -> plugins - > BulterMoai

plush scarab
long zenith
#

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

plush scarab
#

ohh

plush scarab
#

It finally functioned

fiery arrow
# sleek dew

Can I have your mod list? Our lobby is getting it without soundapi and I want to cross-compare

sleek dew
#

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

fiery arrow
sleek dew
fiery arrow
#

Since there are no reports in DPT, I doubt its a vanilla issue

proper dragon
#

It's OpenBodyCams' update

#

We isolated it

#

It's been very frustrating to say the least

proper dragon
static lance
# fiery arrow You can get pretty specific with it

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

sleek dew
sleek dew
#

Everything is fixed, thank you!

fiery arrow
#

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

static lance
#

πŸ™ got it, tysm!

sleek dew
#

I broke something and now the game does not restart when the quota ends...

#

What does the error refer to?

cinder jolt
sleek dew
#

didn't understand :с

#

way to sound?

cinder jolt
sleek dew
#

ah, I understand

#

I'll try to fix it

sleek dew
#

I didn't succeed(

#

What does the configuration value mean?

#

Everything seems to be correct... :с

cinder jolt
#

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?

sleek dew
#

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 shouldn’t have deleted the unnecessary stuff then

#

@cinder jolt thanks :3

fiery arrow
sleek dew
#

It’s just that everything used to go through the ship

#

and now we’ve added the paths separately

fiery arrow
#

A bit besides the point but... alright

sleek dew
long zenith
#

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

sleek dew
#

It spams every time, but I seem to have turned off custom sounds...

fiery arrow
sleek dew
#

What does it warn you every time?... Console spam is constant...

proper dragon
barren perch
#

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

sleek dew
#

This is how it should be packaged when uploaded to the site

#

And when downloaded from the application, it is automatically unpacked to

barren perch
#

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)

barren perch
#

bruh after messing arround it's really like that KEKWlaugh
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

fiery arrow
#

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

barren perch
#

πŸ‘Œ tyvm!

cinder jolt
proper dragon
#

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 ^^

cinder jolt
#

nope

#

your profile completly freezes my computer so i think its beyond saving

proper dragon
#

thinkloading 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

cinder jolt
#

ive used gale since like before it had the direct launch mode so

proper dragon
#

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

cinder jolt
#

yeah its almost certainly not soundapi

proper dragon
#

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

proper dragon
#

Gonna update my mods to use V2 as a dependency, the optimizations are worth it to get people off the legacy build

fiery arrow
#

Legacy and unitask were disabled too

merry sedge
#

Oh, SoundAPI v2 :0

proper dragon
#

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

proper dragon
#

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

fiery arrow
#

yeah I was like "holy fuck that many errors?"

proper dragon
#

Yeah even AsyncLoggers errors when you run 2 clients

#

lol

fiery arrow
#

Literally just GuraPainSip watching two consoles flash with red

proper dragon
#

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

thorn mulch
#

if i have the beta soundapi installed should i disable the original package? (for now at least)

fiery arrow
proper dragon
#

V2 is way more optimized

thorn mulch
#

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

proper dragon
#

@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

thorn mulch
#

what is a failed json parse, like is that when it can't find the audioclips or sources you refer to in the jsons

green flax
#

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!"

proper dragon
#

Yeah basically these throw first, then the NRE happens when trying to load or host a lobby

#

This is from Jacu's logs btw

cinder jolt
#

yeah its because soundapi realises something is wrong but then loads the fucked data anyway because it feels like it

proper dragon
# cinder jolt yeah its because soundapi realises something is wrong but then loads the fucked ...

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

thorn mulch
#

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?

cinder jolt
#

that should never have been supported wharg

#

im fairly certain soundapi was just internally rounding that down to 0 lol

thorn mulch
#

oh weird

#

probably why i never heard those sounds

#

thanks for clarifying

proper dragon
thorn mulch
#

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.

trim granite
#

guys can someone tell my why this nutcracker death sound is not changing here is the replacer:

trim granite
#

this one

#

i think its stable one

long zenith
#

or "NutcrackerEnemy:*:NutcrackerDie"

proper dragon
#

This happens if you load a mod like LR that fails to parse a json atm

thorn mulch
fiery arrow
cinder jolt
cinder jolt
#

try use v2 and if it doesn't catch anything just check that the sound match is correct

thorn mulch
#

yes but also

#

when you change to v2 make sure your file is .ogg

#

because the beta doesn't support .wav right now

proper dragon
#

.ogg should always be used anyways

fiery arrow
#

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.

thorn mulch
#

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

trim granite
#

can somebody tell me why its not replacing the audio?

fiery arrow
#

Matcher only work with 3 sections MouthDogModel:VoiceAudio:Breathe1

trim granite
long zenith
trim granite
long zenith
trim granite
#

maybe that will fix something

long zenith
#

πŸ‘

rain geyser
#

If I use multiple sounds with weights to replace a sound, I take it that it won’t be synced between all players, right?

fiery arrow
#

In v1 no, hopefully in v2 it will

merry sedge
cinder jolt
#

it fixes the main problem (the null reference exception) and adds more stuff

fiery arrow
#

Ye ye ik

#

Pls explain new stuffs btw, but no ping I sleep

cinder jolt
#

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

fickle dagger
fickle dagger
#

I'll give it a try

rain geyser
#

When using the mod_installed condition what do I type out for the mod to be detected? I take it from the wiki that it’s 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?

fiery arrow
#

GUID, which can be found in the DLL of a mod. Usually this would be the "source" section on thunderstore

rain geyser
#

Thank you!

torn dust
#

@cinder jolt Is there a ETA for the new sound API update?

fiery arrow