#loaforcsSoundAPI
1 messages · Page 4 of 1
Oh my bad, I just wanted to know if the sound api update was expected to come out within 1-2 months or if there is a personal issue that will delay it.
2 years give or take

So soon?
Pushing bongo to work harder, yknow me
yeah it'll take xu 2 years to invent teleportation
Keep wishing
is it a known issue that the ship sound when landed doesn't play on 2.0 beta
This only happens after a lobby reload I've noticed
So it's ignorable
it happens on a fresh game start for me
it fixes after the first land anyways
every time i land
Weird not for me
Might be something else
Oh wait I have LandFromOrbit installed so it might be fixing it besides when doing a lobby reload
might be my soundpack has a wrong address for the ship noise
is Ship3dSFX:ShipEngineOutside not the term to use for it anymore
It is, but the ships sounds have always been a bit fucky for me, among a few others
all i know is that it worked on v1, and when i disabled it to use v2 beta they stopped working
What is this error? First time I'm seeing this
Is it because of the TNSSCSounds mod?
If that mod hasn't been updated to use V2 that's not much of a surprise
I don't use V2 tho
I actually get this error as soon as there is one mod that uses sound api
For some reason, there's a text file named "empty.txt" in Facility Meltdown. It causes an error to be thrown which caused some sounds from mods that use this api to not play, deleting the text file stopped the error appearing.
there's nothing in the txt file anyway, so i'm not sure as to why it's there
oh lmao v1 is more broken than i ever could have thought
yeah you just really shouldn't be using it
Tbh I would say v2 is in a stable enough state that you could update the stable release, even though it's not quite finished yet
I've been running it in my pack
Especially if V1 is that broken, might be a good idea 
👀
Btw for clarification since you said v2 should be way more optimized also, I wanna confirm that it is. I had a couple people join that used to lag while v1 was present and they had no issues with v2 present
You did a great job

V2 with LR though no?
[Error :me.loaforc.soundapi] UnityEngine.UnityException: get_result can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
at (wrapper managed-to-native) UnityEngine.Networking.UnityWebRequest.get_result(UnityEngine.Networking.UnityWebRequest)
at UnityEngine.Networking.UnityWebRequest.get_isDone () [0x00001] in <c222d83f79f841d286bf88de99b703c5>:IL_0001
at UnityEngine.Networking.DownloadHandler.GetCheckedDownloader[T] (UnityEngine.Networking.UnityWebRequest www) [0x00014] in <c222d83f79f841d286bf88de99b703c5>:IL_0014
at UnityEngine.Networking.DownloadHandlerAudioClip.GetContent (UnityEngine.Networking.UnityWebRequest www) [0x00001] in <9a17a0dbd95042e09c96c00e843f4382>:IL_0001
at loaforcsSoundAPI.SoundPacks.SoundPackLoadPipeline+<>c__DisplayClass5_0.<StartPipeline>b__1 () [0x00049] in ./SoundPacks/SoundPackLoadPipeline.cs:114
Is this with V1 or the Beta?
beta
Ah so something when running a debug build prob, cus I've never seen that error
Still good for Bongo to fix it asap though
On adamance loaforcsSoundAPI seems unable to replace the main entrance door sound. It does work if in the replacer file you list the sound as "*:MetalDoorShut1" for example, without an audio source, but with the main entrance audio source exiting doesnt make the changed noise. This might happen on other moons too but I havent tested it.
This even happens with LETHALRESONANCE. The first video is on Experimentation and the second is on Adamance.
This was with what's essentially the bare minimum for a sound mod to run. It also happens in much larger modpacks, with the other LETHALRESONANCE dependencies, and other sound mods.
I'm not sure if its a loaforcsSoundAPI issue or if adamance has a different main entrance audiosource outside.
@fiery arrow by any chance do you know about this issue?
It used to work fine last time I played on there, are you using any mods that touch Adamance like Rebalanced Moons or Map Improvements?
No. You can even see the mods I played with above, which is just LR, soundAPI, and UniTask.
Does it work with rebalanced moons then?
Not sure, I know it used to work just fine though. Can you do a test and add in SoundAPI Beta and SoundAPI Lethal company and disable UniTask and SoundAPI v1?
Cus v1 is no longer being supported, so a repro on V2 would go a long way lol
I cant check rn but I'll give it a try later
Im getting that in V2 as well, weird issue
It must be something Zeekerss changed in a recent update
lol
Cus it used to work fine we played on Adamance a ton with LR in the past
Could also be the same reason I cant change ship sounds
I’m guessing Zeekerss changed the audiosource or something similar
When I tried to list the sound without an audiosource it worked fine
That doesn’t work very well though if you only want to change the main entrance or fire exit sound individually.
Could also just check what audiosource he changed it to
I may sound a little stupid but how do I check that?
turn on logging and check the log
yeah
I actually never figured out what option you're supposed to enable in V2 for that btw
I just turn on all of them lmao
Lmao
I didn’t realise it was a thing until now, I feel silly.
I suppose that’s easier than 3 hours of trying to figure out a random audiosource for a sound people don’t hear very often 🥲
A bit outdated but https://github.com/LoafOrc/loaforcsSoundAPI/wiki/Lethal-Company-Master-Audio-List
I had taken a look there already. The sound was incorrect.
I tried for a while to figure out what the audiosource could be until I realised I can probably just look at the code for another mod to see what it’s called
yeah the entries for other mods definitely are outdated
This right?
It doesnt seem to appear in the logs when the setting is enabled
did Ship3dSFX:ShipAmbianceOutside get fixed in the new version?
@cinder jolt Pinged you in the LethalResonance thread but the new update for SoundAPI LethalCompany broke LethalCompany:dungeon_name for whatever reason
wdym fixed?
this call didn't play any audio in beta v2
i had the json set up for it correctly, all the other ship sounds work except for that one
and i didn't change it at all since v1, and it worked there
i guess so? jacuj was having issues with getting update every frame to work on it lol
ok i might be stupid
the tag was ShipEngineOutside instead of ShipAmbianceOutside
but my file is named correctly and still didn't work
i'll try it with LR and see if it works better
doesn't work with LR either
i guess it's just an issue with that singular tag
hi there, is there a way to set multiples possible musics for one event ? for example, a random metroid music when triggering a meltdown
maybe something like this if my json isnt too rusty ?
v2 is officially out?
Congratulations! I know it’s been quite a long time in the works
What's exactly changed with the v2 release?
things
like... ram things?
things (idk)
ok :(
Many internal changes for better performance, but as an API only minimal changes
ok so i tried this, and it wont work, it only plays the 1st selection :/
am i doing it right ?
Try testing it, use imperium to teleport to an apparatus
already did
i pulled 4 apparatuses to test
either i'm not doing it right, or i'm extremely unlucky
i set the weight value of the 2nd one to 50, it played. must have been really unlucky then 
now, i wonder if i can set these in a way that i can select which musics can be played or not with a config file
no lmao, somehow no one has run into that bug yet
in cases where all weights are the same, the last one in the list will actually have weight - 1. which in a case where that's equal to 0, means that it will never be played
because random functions are min inclusive but max exclusive. (so Random.Range(0, 2) can be 0 or 1, but not 2). to offset this you need to add one to the max but i didnt do that, so that meant it could never be the correct max value (and because of the way the random value gets used, it meant the last one would bear the -1)
Ive turned on "EXTENDED" logging in the config but the names of sounds/audiosources isnt appearing in the logs?
Lunxara said that it was fixed in this update
Am I doing something wrong?
extended logging isn't a thing in v2
under the config theres a new section called "InternalDebugging", youre probably looking for the "matchstrings" config
Thank you I'll try it now
It doesnt seem to be working unless im silly and missing something
is there anything else i should enable in the config?
bepinex debug logs?
I am a huge goofball and turns out I did indeed forget that
its still not appearing for some reason
When i start up the game this is what I see
No more logs from SoundAPI appear afterwards at all. Whether it’s starting a save or landing on a moon.
Its a bit late so I'll try again tomorrow and see if I can figure something out
bruh, at least i know now
i'll set everything to 100 just in case
it'll be fixed soon when i do 2.0.1
by the way, do you know if i can somehow add a condition on a specific sound in a sounds group ?
yeah? pretty much everything can have a condition lol
gonna be honest, i havent tested it much further because of the bug mentionned before, i thought the sound wasnt calculated at all
but for example in my test pack here, if i wanted to add a config for every sounds, where should the conditions go ?
probably before the brackets after sounds:[, but wouldnt it screw up the other sounds ?
{
"condition": {
},
"replacements": [
{
"matches": "bleh:bleh:bleh",
"condition": {
},
"sounds": [
{
"sound": "sound1.ogg",
"condition": {
}
},
{
"sound": "sound2.ogg",
"condition": {
}
}
]
}
]
}
crap its broken on my phone
i'll check tomorrow on my pc
thanks for your help anyways
oh oops found the problem lol, it'll be fixed in 2.0.1 (i accidently had it in an if statement for when soundapi was generating a sound report)
2.0.1 broke Emblem for me
The game also crashes when closing it
01950c5f-2a36-39a8-99a2-cd5f2e34b059
2.0.1 breaks a lot
This is Vow
01950c7f-f24f-3e32-f14f-8adf63e98181
this is the profile
Can confirm 2.0.1 Breaks emblem :,]
I think it also breaks LethalModDataLib
do you have the exact log of that issue?
The one above
Whatever it is that the newest patch does results in complete break of the visuals
When downgrading to 2.0.0 the problem does not exist
there is
i think it's a fix to 2.0.1 breaking emblem and fog
@cinder jolt seems like your sound api can create huge cpu usage for lower-ends configs
a friend of mine had really high cpu usage, disabling the api and every mods related to it fixed this issue
do note that only one of my friend had this issue, personally i had nothing, but i have a beefier cpu
(i have a intel 13600kf, they have a 9400f)
should be noted that the issue probably appeared with v2, because they had no problem last week
update : i also have the issue, on a test profile
I had the high CPU usage issue when I disabled Lethal Resonance but forgot to switch off loaforcsSoundAPI after v2.0.0.
Disabling loaforcsSoundAPI as well or rolling it back to v1.1.7 fixed the issue.
what stage of the loading cycle are they on
it logs every step of the way
erm, i dont really know, it happens when we're in the online or lan menu
i asked several friends to test, they all got this issue
cpu maxed
what the, can you enable all the internal debugging settings in the config and give me a log
yeah they're internal debugging for a reason lmao :3
hmm actually can you disable just the update every frame option in there?
but tbh nothing is really out of the ordinary
i dont know what to say
but yeah the cpu is still maxing out
without the mod, everythings fine
there's not much I can do on my phone, only question is if it happens with intro tweaks?
i added it because i didnt wanted to wait every time, but im pretty sure it still happens even withou IT
yeah, it does even without it
yeah that's so strange lol
but like i said, its very recent, we didnt have this issue last week
we thought at first that it was a modded moon which caused that
yeah my only thought is that it's do with Intel CPUs somehow??
i just asked a friend who also had the issue, he has a ryzen 7600
wuh this is so fucked lmao
means nothing in v2
yeah
ok ok
shouldn't be an intel problem, i don't have it but i'm on a 12700kf so it definitely doesn't show on beefy cpus
definitely just an issue with lower power chips
huh
i'll do another check on mine to make sure i'm not missing anything
either way the chip manufacturer has barely anything to do with this
yeah I'm pretty much just going to see if I can replicate it myself on a different computer or just hope someone else can also replicate it with a debugger
well I have no clue what it is happening so :3
welp at least i know how to heat up my room now lol
could it be the multithreading tapping into more power than it should be?
i disabled it to try, same issue
For me, it happens when I don't have Lethal Resonance installed, but it doesn't when I do.
somethings broken with 2.0.0 and further, no issue when downgrading to 1.1.7
i think that config isn't used in v2
hmm I migh know
it lines up with this lol
this seems within normal bounds for LC so i don't get what would be causing it? do you have any other performance enhancing mods?
do you use lethal resonance?
this is the current profile i use for tests purpose
like in your main profile
i'll try it again on mine with lethalperformance disabled
that might've had an effect
can you try with? otherwise what mods do you use with sound api
i do have lethalperformance tho
with lsapi, i only use lethalclunk and my metroid mod
ok lethalresonance here i go
metroidescapemeltdown?
i know that meltdown sound replacements are broken right now
you could try with that mod disabled and see how it runs
when i disabled lsapi in my main profile, i also disabled these mods
bad code comes to haunt me later lmao
but here with lethal resonance it works flawlessly
yeah so i don't think it's base soundapi causing your high cpu usage
try to load with your original mods minus the meltdown
it is almost certainly is lmao
it cant be that
i also tested it on an older profile, without my mod, and it also had the issue
well i'm just spitballing at this point
i've never had this problem idk how to troubleshoot it
wait a sec
ill try something
yeah so its definitively lethalresonance who fixes the issue, not its dependencies
huh...
@cinder jolt if LethalPerformance is fixing it then it's something with the config probably, dunno what though
I remember telling @fiery arrow since back when we used V1 that LethalPerformance would cut back on the ram usage of SoundAPI by like half, dunno about the CPU stuff though
no it's just purely bad code shooting myself in the foot
I can't fix it until tonight
Well at least we'll get a patch tonight. The weird thing is during the whole time I used the V2 beta I had someone on a low end system join and they never reported high CPU Usage
reckon this is a case of one operation peaking usage but only using a small bit of the actual cpu
Hi! I'm forwarding my post from the Lethal Resonance forum to here #1197391708816679002 message
Basically, my game crashes when trying to quit from the main menu with nothing but Lethal Resonance and its dependencies enabled on the mod profile
This is the log file that was generated after crashing, with all the debugging options enabled
This happens usually if you close the game rather quickly with SoundAPI installed, but not after you've played for a while
Dunno why but it's been a thing since the V2 Beta
Ohh, I see
I kind of wondered if closing too quickly was the issue, but I had it open on the menu for like 2 minutes at one point iirc and it still happened, so I wasn't sure
But the majority of times I've crashed, it has been very shortly after getting to the menu, so that checks out
Thank you for the info
I didn't know if I was doing something wrong
Lmk when you get the update out, I've opted to temporarily disable SoundAPI in my pack for now just incase it might be a bit so noone in my group runs into cpu usage problems

Can confirm
whenever i use lethalconfig i cant select which mod do i want to config when i select the mod nothing happens, the last update broke it
can confirm
ditto, to be more specific, anything sound that's replaced will throw an error when interacted with. the terminal and cash register break when i attempt to use them since i've replaced those sounds
no issues on my end, i can go to the ship
broken too :,]
when are you stuck y'all
@merry sedge @fiery arrow I'm streaming atm but maybe one of you can test
Buhhhh in a sec I guess
works
okay I'm just gonna send it lmao
it show me this only when i record the game
I never found out what causes this, I just assumed it was hookgenpatcher working correctly and it didn't hide itself for some reason
it's medal
Huh
the clipping software
Yeah
I've seen it do that even with the recorder disabled so I guess the hook never goes away
Yall just gotta get OBS boys, does everything medal does and more with a bit of configuration
Doesnt that only work for steam games?
i have obs just no clue how to make it clip stuff without just recording the entire session
Replay buffer, I can pass you my configuration file if you want
I've been noticing that SoundAPI seems to prefer playing the first sound in a list more than the others, even with equal weight values. Been a thing before and after 2.0
how should i rewrite my replacers to make them work with soundapi v2?
make sure to depend on loaforcsSoundAPI_LethalCompany and change it to LethalCompany:moon:name
@cinder jolt It seems like check every frame works with meltdown, but I guess not for anything else
well if you're talking about ship sounds it's because those are carried between scenes which is a pain to deal with
ah, that makes more sense
Btw idk if you have a fix planned but the game sometimes crashes still when going back to the main menu or on game quit
Btw I should add it seems like this has happened way more with 2.0.4. I do hope a proper fix can be done 🙏
No more pings to bongo, they're on break
(reports fine just no pings)
Got ya
is it possible to make certain sounds not play depending on the current moon?
"type": "not",
"condition": {
"type": "or",
"conditions": [
{
"type": "LethalCompany:moon:name",
"value": "MarchLevel"
},
{
"type": "LethalCompany:moon:name",
"value": "MarchLevel"
},
]
}
},```
idk how to put that in this
If you want to apply to everything, you need an extra AND condition that the NOT condition will sit inside of alongside the config condition
tried the code, but it plays the vanilla tracks instead of not playing

Ugh...
I think clyde considers it spam or something, idk, you're gonna have to just rewrite it @fading rose
Unrelated question for Bongo:
Which contributes to ram usage more, the amount of sound entries or the length of the files
thank you! it worked flawlessly
mainly wanted it for moons that have an intimidating atmosphere and the day cycle tracks ruin it
Fair
I'm ngl I relate to this, it's weird when the vanilla ambience plays on some moons with their own ambience
Really want a way to enter values into LR via config. Would be pretty damn useful when it comes to overrides like that
Hardcoding modded moon support isn't very fun
Yeah it's not
no idea if i should ask this here or in the facilitymeltdown thread, but it seems like the audio of FM is restarting after a while, even if i replace it with a longer audio with the API
is there a way to fix this behavior ?
is there a way to replace a sound with multiple sound files and have the game choose a random one to replace it?
you can do something like this
is there a way to just put the folder name instead of every individual sound name?
No. But it’s fortunately not too difficult to list multiple sounds.
If you’re dealing with a lot of sounds you can copy and paste until you have enough listed sounds and their weight. Then just replace the names with each sound you need.
Also doesn't the last sound in the list get -1 to their weight?
also am i able to change the volume within the json or do i have to edit the audio file itself
Volume is done externally unfortunately
This doesnt work. It does work when changing "value" to config in the second condition (and adding "value": true, but that's not important) but it still plays the custom sound regardless of if the interior is a mansion or not, so I'm guessing I'm doing the third condition to detect the dungeon type is wrong.
Just to clarify. This is what I changed it to that made it half-work. Just wondering what to change the third condition to that would actually make this work properly and detect when the interior is a mansion. \ /
type is wrong, it should be dungeon:name
Oh my
How did I actually just
I read through it thrice too…
I feel like an idiot right now LOL
To be fair I am but atleast I know how to fix it
Thank you
Turns out it’s actually LethalCompany:dungeon_name
Don’t know how I missed that twice
LethalCompany:dungeon:name
On the loaforcSoundAPI LethalCompany mod page.
You know more about this kind of stuff than I do anyway so I’ll try it regardless since it wasn’t working even when using what was listed on the mod page.
Yeah Bongo never updated it
Oh I see
Should I just assume anything that uses an underscore is a colon instead?
Atleast for those conditions
Just enable the report generation feature from config and look in there
(Although it too lists both, idk why)
because of the cyclone im free for the next few days, is there anything that is majorly broken with soundapi?
Crash on exit, player standing on being client only, and please explain the new functions like counter. Other than that, just missing features I think
hmm ill probably see if i can get a proper documentation website up soonish but what specifically about the counter is confusing? player standing on shouldnt be client only either all though thats probably because the context system isn't too tested. crash on exit i dont really care about
crash on exit being fixed would be nice just cus my group constantly mentions it 😅
and I always have to tell them it's fine it's cus of SoundAPI

its just really no where near my priority list considering application quit callbacks are still called, its really only just an annoyance
The player landing sound doesn't properly check for other players, only the client
Oh btw since you're here any tips for adding Meltdown as a soft dep to LR? We couldn't really figure it out
That way these can be resolved when it's not present
you need to include "constant": true on the mod_installed condition for the entire json file
Constant makes sense to me for the most part, but counter I don't understand at all
yeah i can see how itd be confusing lol considering it was impossible in v1
this is the first condition that isn't effectively global, each use of the counter condition will have it's own counter. in most* cases it'll count up one, check the range (which is based on the minecraft range argument), then check if it needs to restart.
*in cases where it's part of a and,nand,or,nor it will sometimes be skipped for optimisation reasons,
So when a condition is met/sound is played, it will count up one, and you can specify in what range it will be true and when it will reset?
yes
so is my understanding correct that constant will allow me to make performance mode work? As in I can choose which sounds to not load by just adding constant: true below the config condition?
yeah
what's the exact formatting? "constant": true,
right?
yeah
Oh, just found a bug I think
Seems like if checkeveryframe is true on a non-playonawake/oneshot sound, it will continue to loop regardless
At least when attempting to replace UI sounds, CriticalInjury in this case
Im confused now
[13:40:04.9784898] [Error :soundpack.LethalResonance] FAIL: Mapping: '#FacilityMeltdown:warning_voice' has not been found. If it's part of a soft dependency, make sure to use a 'mod_installed' condition with 'constant' enabled.
[13:40:04.9784898] [Error :soundpack.LethalResonance] FAIL: Mapping: '#FacilityMeltdown:music' has not been found. If it's part of a soft dependency, make sure to use a 'mod_installed' condition with 'constant' enabled.```
When it comes to LethalCompany:moon:name what do I put for the moon name?
Like AssuranceLevel, Assurance, 220 Assurance ect.
Thank you, you've been a massive help
With certain things it could've taken me a lot more hours
it needs to be in "condition"
wuh
Where do I find the reports from GenerateReports?
Soundapi folder in plugins
Thank you
can people try https://thunderstore.io/c/lethal-company/p/loaforc/EchoLoader/ :3
Huge, I still see a bunch of sound mods coming out that use customsounds for some reason - could be super useful
theres probably some tutorial on yt that uses customsounds
as seems to be the case for a lot of this stuff huh
i'll assume it to be the case for any old mod being used as the basis for a new one
its consistent with the infinite sprint mods, any mod that uses LE for scrap, etc
there has to be one for customsounds
(i'll assume myself to be lucky for finding the LethalLib tutorial for scraps instead of the LE tutorial around a year ago)
lmao
The other discord has a guide for CustomSounds, and since its more popular with active players it likely gets more attention
ic
on my end, mods using soundtools are working fine, and my meltdown music mod does not repeat after a while
so i'd say it works well
u fixed that?
Check it up. it could be fixed :]
no, it wasn't fixed I think
from what I can read there
btw I'm new here trying to fix 5 mods at once
sorry if I didn't read a fix or something
can you help me seeing where and how?
btw lethal resonance is bugged a bit with magnet + 2story mod + wider ship mod
I see you have "lethal resonance" in your nickname
if you are talking about the weird sound that makes when you are near the magnet.
That's a vanilla issue
We can't fix that
fuuuck
yea that noise, it's annoying af
can you ping a message saying how it was fixed?
please 🙏
so it wasn't fixed?
since you deleted that message?
Several of the error logs listed above have been fixed.
The reverbtrigger bug that occurs on the ship near the magnet has not been fixed.
LR is trying to get a fix, but we can't confirm nothing
I'm talking about
"OccludeAudio.Update error got spammed a couple thousand times in my log while testing my mod list"
not magnet thing
u said it's been fixed up there
and then you deleted that message
:]
idk why
if what im planning ends up working, it can be
yo it would be so nice
also from what I experienced it's a consistent issue on Experimentation, like on vow it's all good and probably on assurance too (if i'm not mistaken)
but on Experimentation it always appears
I'm pretty sure that issue can be ignored
It's not a Gamebreaking bug
I'm kinda misophonic so it's a gamebreaking bug for me 
OccludeAudio is a thing from lethal company, which isn't touched by either soundapi or soundapi-lethalcompany. it's another mod, or just the vanilla game breaking
it fixed by itself without any changes
I wrote that later
in this channel
oh :3
yea only that magnet thing left
worth to note that the "magnet thing" is not a Loaforc or Resonance issue
It's a Vanilla issue
it only happens with lethalresonance what you mean bro
I get it's a known issue for long but it happens only with lethalresonance
how can i add a track that loops when its night time in a moon
i don't think base lethal has a sound mapping for that
you can do it with PizzaTowerEscapeMusic though
You could connect it to the night time stinger
yea thats what i did lol
Any ideas on how to fix this? Or if its even an issue?
Had that show up once for me, and on the next launch it stopped happening. Still no clue what caused it as i didnt save that specific log.
Something about networking, maybe a firewall issue?
Doubt it, it looks to be related to how the audio loading is done via a unity multimedia web request if the file (SoundPackLoadPipeline.cs) and line number 137 are anything to go by
No actual outbound networking going on there from what i can tell
It happens on every boot. Ive tried uninstalling and reinstalling the mods and lethal too and it keeps happening
wuh the fuck, what mods are you using?
Sound wise?
Lethal Resonance
Ambient Music Pack Fork
Power Sounds
I could link my entire pack if that helps
hmm those seem like they should work. what's the full path to your profile?
How would I check that?
Just the directory where my mod manager (Gale in this case) stores mods?
If so thats here (the folder is under a folder with the same name cause im stupid)
under file > open profile directory
gwuh that doesnt seem off
i guess just check logs, soundapi should throw errors in the log before the 404 ones on audio files it can't find
alrighty
I guess maybe its power sounds?
Ill try removing that
if its not that then i hav eno idea cause this is the only sound related error I get
well its only the real error I get to be more specific
yeah it'll be that, that's soundapi's proper validation system
somehow this old bug has come back?
can you check what is in the powersounds sound directory? (in the profile, bepinex, plugins, powersounds)
everything has this .old thing at the end
including stuff buried deeper in the powersounds folder itself
oh lol
2nd image is replacers folder
3rd image is the sounds folder
im not sure what im supposed to look for but it looks? Normal?
yeah i have no idea
its probably just the mod breaking it for some reason. Since now my gale is showing it as deprecated despite it having an update just over a month ago, and the fact that it wasnt marked as deprecated when I originally asked
yeah that fixed it
very cool 
I wish it had just shown me it was deprecated from the start
Thanks for your help despite it ending up being something stupid
Sorry about that lol
Still curious about how it happened at one point on my end given i was never able to reproduce it after it happened once
I am wondering why power sounds is both broken and deprecated
the http exceptions are a problem, this was an issue with the beta i thought i fixed but clearly i havent
issue is my dev build reworks how this works so much so i cant even really diagnose
I'm pretty sure Power Sounds is not the issue
I helped with the latest update and no issues happened on my end
i turned it off and it fixed everything, maybe theres a conflict somewhere im unaware of that ends up breaking it.
My only guess would be maybe weather tweaks since it was throwing errors for the thunderstorm
Is there any way to have a condition based on what the current weather is?
I'm moving my mod that changes the Loadstone loading music to SoundAPI, and was wondering if i could have the loading music change depending on what weather it is for the currently orbited moon
So far all i have seen is a moon condition
Yeah i dont think theres one by default in the conditions that come with SAPI and the LC bindings, but sound api was designed to allow modders to make custom conditions so might be able to code your own
No idea how though, but sound API is still pretty early days in some aspects so maybe its something thatll come to the default available stuff later down the line
Wait that’s a thing?
I’d imagine that came in 2.0 hence why lethal company conditions are a separate mod now
In the "for developers" section
"SoundAPI is in early days" 
V2 that is
lol
I remember being clueless and just hitting "update" a few weeks back when it came out because i was doing a routine modpack update for me and my friends, then wondering why the heck some random mods' sounds just stopped existing. Went back on the updates one by one to test, ended up reverting back to SAPI v1 until a while later because it happened to be the reason at the time. Still no clue what happened or why but hey, it got resolves.

i fixed this bug
Will suggest here to add more reset conditions to counter, like on scene change or maybe referencing state changes of other conditions like player:location or apparatus_state
checking based on other conditions could work
What defines the player is alone condition? Is it when all other players are out of earshot?
no idea, i'm pretty sure its the same requirements for your sanity to go down
Good morning! I was wondering if your mod was something I could swap in as a replacement for mods that say they're dependant on LCSoundTool/CustomSounds. Is it too different for mods to say "eh, close enough" or will it still function?
I tried running all 3 together but it generated a lot of random warnings and errors. Cuurently I only have 1 mod using your API so I'm trying to see which direction to go

CustomSounds mods can be pretty easily converted to soundapi. That and bongo is working on "echoloader" which will automatically load customsounds mods using soundapi
Hmm, so I should just wait for them to finish that, then, I guess?
Probably easier
This was very easy, i got this working alright with SoundAPI
I feel like weather name should be a condition included with the LethalCompany Bindings
[SoundAPICondition("LethalCompany:weather:name")]
public class WeatherNameCondition : Condition
{
public string Value { get; internal set; }
public override bool Evaluate(IContext context)
{
if (!StartOfRound.Instance) return false;
if (!StartOfRound.Instance.currentLevel) return false;
string weatherName = StartOfRound.Instance.currentLevel.currentWeather.ToString();
return string.Equals(Value, weatherName, StringComparison.InvariantCultureIgnoreCase);
}
}
Also the wiki/readme definitely needs an update in the conditions section
its LethalCompany:moon:name not LethalCompany:moon_name etc.
I recently did update the wiki, just haven't removed the older entries yet
i see i see
You made a condition to detect weather names?
Ye
Oh that’s really cool, had been hoping for something like that
I use conditions very heavily so if you plan to release it I’m quite excited
That’s actually a good idea, like so it’s much creepier or silent on eclipse or something?
i mean the code for the condition is right there, you can just use that if you want
uhhhhhh
Well not quite-
I mean it originally was just Lalalatte for the loading music all the time
Which is very silly
https://youtu.be/yqUif6o06Ok
Support: Tsundere Twintails
Soundcloud: https://soundcloud.com/tsunderetwintails
I did not make or take credit for this song!
Credit goes to Tsundere Twintails
what's going on here by FranzJ - https://www.youtube.com/watch?v=sNx-bu2DeCI
Tsundere Twintails - lalalatte
https://youtu.be/yqUif6o06Ok
#FranzJ
the other music we swapped for other weathers is also fairly chill, but just slightly more fitting
I don’t have any plans to make a sound replaced based on weather. But if I do I’d probably use it with credit if you don’t mind.
I always love it when new conditions are added
Especially the apparatus condition
Like we use this on Eclipsed lmao
https://youtu.be/BbKAObQ0sao
(bxnji)
so many of y’all wanted this beat sped up,
yume nikki loop dance wit my music
! ANIMATION BY GOBOU !
https://www.youtube.com/watch?v=FglxuS-ilY0&pp=ygUFZ29ib3U%3D
I’m not sure if that gives vibes of impending doom or not
No not really
Its more further motivation for our group to throw on a dangerous weather for scrap bonus
I guess that is kind of a way to describe it. Can’t imagine that working for my group, two thirds of them don’t even realise it’s eclipsed until we’re halfway up the Titan stairs
Sometimes including me
Oh damm
Yeah my modpack is kind of balanced around the weather scrap value bonuses
So theres a lot of decision making involved with which moon you land on
I’ve heard of people doing that but I’ve never gotten round to doing it.
I have briefly added different scrap value increases but I should probably give it a proper focus because moons like foggy or flooded we just never visit since the hinderance is too great and you’d get more scrap going elsewhere. Weathers probably work better as the extra risk or hinderance equalling extra reward.
I do have that set up but it’s like a 20% increase for going to an eclipse which is basically nothing
And scrap amount increase is nonexistent
it’s always fun going to moons with weather for the added challenge but nobody ever wants to
So I probably should make it worthwhile
Yeah, pretty much this
I recommend trying to balance it in proportion to the likelyhood people will die / get less scrap
We have eclipsed at 40% for example
Yeah makes sense. Before using WR we used GI’s default scrap increases
I do not recommend. 227 value lamp on a stormy moon is something
Damm
You could just make a merge requeest on the soundapi github
OH YEAH duh
thank you for making this mod, loaf
was the updated LC bindings that fixed the buzzing ever released?
no because ive been working on a different solution thats more future proof
Buzzing?
What buzzing? 🤔
caused by reverb triggers
its most noticeable on experimentation
but i think it only happens in cases where soundapi is actively replacing the sound used by the trigger
ah gotcha
uhm, Hello!
I just updated my modpack, Megalophobia
And now I'm getting this error log
It only happens when someone downloads the modpack
but via code, it works correctly
I mean, the sounds gets replaced on LR
but somehow it makes it unable to open the main door
disabling LoaforcSoundAPI fixes the issue
but I don't know why it happens when the modpack is downloaded
0196238d-8574-a69f-209c-68d0d0b1ce03
This is the modpack code (Downloaded)
0196238e-0003-df6d-69b0-187570bc440b
And this is the modpack code (Made via code)
are there any errors before this? this is the validation bug so it's probably a sound pack messing up the structure
I'm generating the logs rn
should say something like 'FAIL: 'sound.ogg' doesn't exist!'
this is what happens before error logs starts to spam
the strange thing, LR is still loading correctly, the sounds are replaced
yeah there's a lot of errors from lethal resonance about misplaced sounds
Hmm
I'm still not sure how it affect the entrance door
And why it only happens on my modpack :']
i thought something with lethal peformance can sometimes cause that at the moment
anyway getting that error means it isn't soundapi because it would just not do anything when you interacted if it failed
i don't think LP has an interaction with audio that would affect soundapi
no its something to do with interiors, like completly unrelated from sound api
oh no i read that wrong lol
because sound api throws exception when game tries to spawn networked object
and entrance teleport is networked object
oh wait what
ahh no that'll be the validation bug because the sounds couldn't be found it didn't do the match string implication lol
I have to do something to fix this?
Since theres some activity here again, I may aswell bring it up;
Are there any updates in regards to a fix for the Ship Thruster Ambience sound replacement not working?
That bug has been holding me back from releasing my soundapi migration of my ship sound mod for about a month now, and the bug has also been known for even longer within LR already - given that the thruster sound is kind of a core part of my aforementioned mod (especially since i added conditionals which i cant even test due to said bug), it would be good to know if this is going to be fixed at some point ^^
It's partially fixed in the unreleased 2.1.0
Still unable to find the issue uf this.
I uninstalled LR and LoaforcSoundAPI and reset the Config. The entrances works correctly
When I install that again, the entrance breaks
try to uninstall LR and then clean mod cache in Gale
and then redownload
Gotcha.
The weird thing is.
I have my dev version of the modpack that it's literally the same and it works perfectly
it's the downloaded published version of the modpack that it breaks
maybe gale is reusing your dev version and breaking it when installing it to other modpack
iirc gale is using hard link for the mods to not copy cache per modpack
did your steps and it still breaks :,]
welp rip
so weird...
2.0.6 fixes a few things and adds more warning logs
really, thank you
I'll check this soon
yippe
Can confirm that the update fixed the issue
thank you
is this the config that shows a list of audio sources for replacing?
That one just writes a report file into the soundapi plugins folder. Basically just copying what is also stated in the bepinex console
ok
anyway i turned it on and it did what i wanted
i just needed to find the binds for modded items sounds
I'm using this code to change the loud horns audio to silence when in orbit, but it's also applying on a moon. After checking the github everything looks like it seems correct but it somehow isn't. Anyone know what's up with this?
Try removing weight from silence
It worked, thank you.
I swear you used to be able to put weight even when there's just one sound but I could just be losing it.
It could be nice to have this here too: https://thunderstore.io/c/peak/
im busy working on coderebirth atm but if you want to test it there and make a pull request ill do the release :3
If it works let me know, I'm gonna do some shitposting
hmm the community has a different bepinex pack so that might be a problem ?
Basically it's not really a problem, the dependency is just invalid but that's fine
v5 of bep is EOL, so new versions are just bugfixes and the likes
Until v6 it probably isn't an issue
nah v6 bepinex is supposed to support v5 plugins eventually i think
If you wanna do PEAK shitposting feel free to try if it works without me :3c
the main issue was when i uploaded it to content warning ages ago when uni task was still a thing
also for context heres the commit to add it to repo
This is... Not how development
Wait so what was the issue? UniTask being in the game files?
BepInEx 6 can't make breaking changes it wants because people use it so BepInEx 7 it is
no the unitask dependency was not uplodaded to content warning as well, so when mod managers tried to download it, it would error
Ah I see, so I need lordfire to upload UniTask there first?
its why soundapi 2.0 can't have any dependencies basically (even though it would be very helpful)
no unitask hasn't been a dependency for ages
ah I see
also lordfirespeed's bridge is broken because it uses a different team for each community, so the dependency string is different 😅
ah
Opened the game and my hands are already broken lmao
Loads fine, testing replacement in a second
Aaaand in classic landfall fashion, most sounds are SoundPlayer:Source:*
Wonderful
Yup, it works
Everything works fine with the updated BepInEx 5 when I was doing testing, I hope it gets updated for this community too cus the latest LTS release does improve boot times with larger packs
Whoops...
What did you do to install the updated bepinex anyway
Manually replaced files
I don't recommend doing it tbh
Especially if you use Gale lol
I know the master audio list hasn't been updated in like a year but I'm just here to report that this unknown for the snare flea is CentipedeModel with the full match string being Centipede:CentipedeModel:ClingToPlayer
I now made the PR https://github.com/loaforcsSoundAPI/loaforcsSoundAPI/pull/32
oh damn I realized I didn't match the formatting in the CHANGELOG file, I just followed the markdownlint recommendations of adding extra space after the header
I can make it consistent though if that's important, or you can do it lol (it should still render the same)
oh I forgot to update assembly version
erm, is the changelog like, a few versions behind?
OH MY GOD I READ THE CHANGELOG THE WRONG WAY AROUND
fixed 😭
oh i forgot to update 2.0.7 with more of the changelog lol oh well
Oh what all actually was changed with 2.0.7 besides the upload to PEAK?
i removed a temporary config, then backported from my dev branch a config option to fix configs displaying strangely in gale and the audio clip spoofing experiment
Ooh, I'm guessing the spoofing experiment is to fix the weird audio issue that happens on moons like Rend
@fiery arrow you got a new build to test 
rend has an issue now? what is it
Oh just the buzzing audio when near the ship that was reported when using LR
this issue
probably more prevalent on exp cus the wind isnt so loud there
lcsoundtool would have also had it
So glad to see it finally getting looked into lol
Yeah LCSoundTool definitely did
iirc I think Vanilla also did back in v49
I remember hearing it all the time when landing on vanilla moons when I used to do High Quota Runs back then, I stood near the ship doors and you could hear it
It mostly happened while loading
yeah probably if you stand between two triggers it would happen in vanilla
Ye
the experiment won't fix that
Yeah and it's not meant to lol
i think the experiement makes the current repo mod obsolete lol
yeah
Nice

I love that I still CTD guaranteed if LR and the Bindings are present ☠️
how it feels to spread misinformation online
Lmao it genuinely increases the chance in my pack idk why 😂 If I have just SoundAPI, NoSqueak, and YippeeTwo my game almost never crashes on exit but when I add the Bindings and LR it becomes much more likely
Idk if it's because I don't use Meltdown, cus LR throws an error on boot from that missing
levels of misinformation i didnt think possible
you are just wrong though
Do you know why it happens?
yes its because unity tries to cleanup audio clips on exit, because the audio clips aren't created on the main thread it gets angry
its not the lc bindings, they only add to soundapi and have a few patches to track information
it's not the fact meltdown is missing because
- those are validation errors and the validation bug was fixed, so it doesn't load those audio clips
- it's not going to crash because those aren't loaded
also the crash is never guranteed lmao
Ahhhhh, I didn't think it was Bindings specifically and always figured it was more so LR cus it adds a lot of audio
lol
I just wasn't sure if the error played a role
How would you even fix that? Just patch unity itself? lol
tbf i have looked into that as a performance optimization to find play on awake sources
but fixing that would be way outside my depth, as it would require patching stuff so fundamanetal to the engine
https://thunderstore.io/c/lethal-company/p/Scythlz/SafeDisconnect/ Tbf there's this mod that I saw go up a while ago and was wondering if the same thing related to SoundAPI, but the dev deprecated it when they made this mod https://thunderstore.io/c/lethal-company/p/Scythlz/QuitToDesktop/
Prevents crashes on quit in Lethal Company by skipping unstable disconnect logic. Made for personal use by scythlz and friends, but feel free to try it if you're having similar issues.
this mod seems to do the exact same thing as killing with task manager
Yeah
so i have no idea how that would be related to soundapi
Just make soundapi force kill on exit I guess lol
More so the safe disconnect one
But yeah I suppose if SoundAPI just killing the process on quit works as a workaround
lol
that just catches an exception in vanilla logic?? the problem in soundapi isn't specific to one game!?
True
it probably wouldn't
Btw I was testing the Experiment last night and I see what you mean about it being invasive, it was causing some sounds to not play like the bouncing sounds inside of some of the PlayZone tiles and the Bouncy House on Bozoros lol
Idk if it has any issues in REPO, didn't really feel like testing REPO tbh
the experiment wouldn't cause that unless they are doing dumb things
I'll double check it's not a bug when using SoundAPI 2.0.7 as a whole rq
Ye testing it myself too
Definitely no audio with experiement on, now testing with it off
Bouncy Castle is sad without bouncy sounds
lol
I possess no null audio sources 
Still gonna run a test
also turning off the Experiment in LethalConfig didn't save, so I had to do it in Gale
thanks LethalConfig
Lmao
Pranked
😔 I cannot hear it
Huh
Funnily enough the Whack-a-Noodle™ is audible, but only when hitting
Shovel charge up sound is not audible
I have the shovel charge up as the default audioclip
I play the former through PlayOneshot()
Rip lol
So SoundAPI just reads null and it doesn't play cus of that when the Experiment is on is my guess
Sets it to null 
Not sure if there's supposed to be another way for it to play after replacing/spoofing it but I do just call AudioSource.Play()
funnily enough if you did
source.clip = defaultClip;
source.Play();
this bug wouldn't happen lmao
@pliant grove if you could test https://github.com/loaforcsSoundAPI/loaforcsSoundAPI/releases/tag/2.0.8beta1 and see if it still sets it to null
i probably fixed it but im a bit concered at that it showed like this
(On startup)
[Info :me.loaforc.soundapi] Starting AudioManager.
[Debug :me.loaforc.soundapi] cleaning up old audio source entries
[Error : Unity Log] StackOverflowException: The requested operation caused a stack overflow.
Stack trace:
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.NativeDetour_Wrapper<UnityEngine.AudioSource::get_clip>?2(UnityEngine.AudioSource)
(wrapper dynamic-method) loaforcsSoundAPI.Core.Patches.AudioSourcePatch.DMD<loaforcsSoundAPI.Core.Patches.AudioSourcePatch::GetRealClip>(UnityEngine.AudioSource)
loaforcsSoundAPI.Core.AudioSourceAdditionalData.get_RealClip () (at ./Core/AudioSourceAdditionalData.cs:41)
loaforcsSoundAPI.Core.AudioSourceAdditionalData.GetOrCreate (UnityEngine.AudioSource source) (at ./Core/AudioSourceAdditionalData.cs:108)
loaforcsSoundAPI.Core.Patches.AudioSourcePatch.SpoofAudioSourceClip (UnityEngine.AudioSource __instance, UnityEngine.AudioClip& __result) (at ./Core/Patches/AudioSourcePatch.cs:81)
... (repeat)

woooow calling harmony a man, what if its a beautiful girl 😔
new documentation website:
https://soundapi.loaforc.me
Documentation for loaforcsSoundAPI
I think you broke some sound replacement as well, a handful of sounds dont seem to be working in 2.0.7
At least not in my internal build
i did notice some sounds stopped working out of nowhere
but its a bunch of random sound replacements for modded scraps n stuff
hm its probably connected to the audio clip spoofing experiment issue
i don't have it active
well no it still has internal stuff that it needs to track
can you try the 2.0.8 beta with it disabled maybe?
this one right
yeah
i'll try it
Did you fix the issue that pacoito ran into where it errored?
no but i think thats because spoofing was enabled
Ah okay, yeah I too noticed some sounds were being weird today when they were fine with 2.0.6
Did you fix the issue that i ran into where you need to get good?
sound api doesn't check for disabled audio source
So this is probably why clients sometimes hear interior stingers and such when landing the ship when LR + The bindings exist
Cus for clients the disabled source is being ignored
I was gonna guess Diversity caused this
then I remembered you reported this
no you are just wrong
I mean if it's not SoundAPI then it's Diversity 
@pliant grove can you try this new beta, i did a fucked workaround lmao: https://github.com/loaforcsSoundAPI/loaforcsSoundAPI/releases/tag/2.0.8beta2
It appears to be working correctly, trampoline sounds are audible with the experiment enabled 
Yippee no more having to use 2.0.6 to avoid issues 
Your mod doesn't win the game
Wtf
It does lose it, though 😔
its true
I have a sound replacement that has a bunch of sounds it can play at random but one sound has a condition. If that condition is false, does it set the randomness weight to 0 (what I hope happens), or does it just not play a replaced sound?
It doesn't play that sound
Thanks
Created a PR for the current weather name condition for the SoundAPI Bindings
kept forgetting to lol
this should work but it should be in the proper namespace loaforcsSoundAPI.LethalCompany.Conditions.Moon :3
Ooo
Okay that should be done now
just a note that it probably won't be released for a bit
depends on if xu lets me free
not allowed
No worries, i just had that included in my own sound mod for a while
uhh also i actually don't know what soundapi will do if two mods try to define the same condition
so hopefully it doesn't break when i do update it
im gonna explode you into confetti
the lethal resonance update WILL NOT be coming out UNTIL 2029
xu will have teleportation finished by 2029
Can't wait to blame rebirthlib whenever someone asks
its fine, i'd just push an update to it immediately to remove the custom condition
another API on a chokehold... and this time it's the maintainers shawty </3
explodes you with my brain!!!
xu... XIOLANN!!!! I'LL NEVER FORGIVE YOU!!!!!!
I assume it's impossible to make a sound mod that adds sounds to something that doesn't have any to replace?
there's some old mods I use that I quite like that i'd love to add sounds to cuz they lack a bit of oomph
if soundapi can't find an audio source it can't replace it
so mods that don't have audio can't have any added by this mod
ye I figured
i believe LCSoundTool could do it at one point but not a good idea to use that
prolly not
Tried uploading a modpack update to TS and I'm getting this everytime I try to download the update for some reason
I only touched some configs n that's it
Dependency String + Pictures
long file path, you'll probably have to move your profile folder
oh so this isn't happening to everyone?
gotcha
that's weird cuz it ain't happening w other mods
are there any mappings for vanilla available? i can't find a list
soundapi's github has a wiki with the vanilla bindings
rlly?
i looked at as much of the documentation as i could find
Documentation for loaforcsSoundAPI
i see
this is what was on the github wiki before it all moved
i had no idea about this entire part of the wiki, i just went to the sound-pack guide
thank you
ohh
i was looking for the kiwi sound mappings and ig it got moved before the update
it's not under the living section
yeah no that list is probably like pre-v50 still
you'll probably have to figure them out yourself
u mean decompiling game and finding audio files?
no by enabling the extra logs
oh i had no idea abt this
omg
ill look into that tysm
i have found how to get match strings, but aren't mappings recommended?
yeah if they exist, but they don't at the moment
i dont think so
Erm
Seems your site is down for the soundapi documentation
@cinder jolt
https://soundapi.loaforc.me/soundpack-api/soundpack-api.html
@cinder jolt Finally decided to test the Experiment again after your fixes a while back and it does appear to fix the issues where footstep audio breaks on moons like Rebalanced Moons and Wesley's Polarus, in terms of Polarus with the experiment off you would keep hearing the outdoor footsteps after going inside then they'd become silent when going outside but with the Experiment on that is all fixed 🙂
Yeah it just loads a white page
lol
Y'know, I probably should actually test v5 with the experiment on lmao
Yeah probably, the Experiment essentially fixes some issues where SoundAPI breaks audio that doesn't break when it's not present
seems GitHub expires stuff after 90 days
I'll just have to rebuild it tonight I think
Ship audio still broken with experiment on 
Bongo please stop coding jimothy to be big, please
I wanna update LR already 
@pine gale
this one?
Yeah
I'll give him back after one more update, u can have him after that (he's still finishing studies rn it's exam period)
These are both minor tbh
Even vanilla moons?
There's like two dozen other things that are broken or I can't implement due to missing features
Even vanilla moons, yeah
Ah
getting this error when I try to interact with the terminal
hey are you asking this question in the #1208370988715221052 thread?
hey are you asking if I'm asking this question in the #1208370988715221052 thread?
btw the issue fixed itself after I opened and closed my game, no idea
hey are you saying that this issue in your game fixed itself?
hey are you asking if I'm saying that this issue in your game fixed itself?
im guessing something broke before this because if this is happening shit is truly fucked
didn't see anything red above it but it fixed itself eventually yeah
I only have a single mod that messes with the terminal and it adds mac os sounds to it
so like I have NOOO fucking idea how it shat the bed like that
Did you and batby ever figure out what was going on with the LLL tags? @cinder jolt
no, it's more likely at this rate I'll support code rebirth lib tags over lll
will CRL tags inject themselves wherever corresponding LLL tags are?
like if both CRL and LLL have a tag for forest moons will CRL's also be placed on content with the LLL tag for forest moons?
it's not been very fun keeping up with LLL tags, i've ported most of LLL's tags onto CRLib manually (since they're opinion based you cant do em automatically)
but then theres like some stuff that just isnt... correct
i.e. apparatus tagged as a light weight item and knife tagged as medium weight
there's also stuff that will conflict because the game has data for that stuff
like batby seems to have manually chosen whether each enemy is killable or not in the tags
but the game has a canDie flag for each enemy which conflicts with his tags


