#loaforcsSoundAPI

1 messages · Page 4 of 1

fiery arrow
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the one in lethal resonance thread

torn dust
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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.

pine gale
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2 years give or take

torn dust
merry sedge
pine gale
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Pushing bongo to work harder, yknow me

cinder jolt
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yeah it'll take xu 2 years to invent teleportation

pine gale
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Keep wishing

thorn mulch
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is it a known issue that the ship sound when landed doesn't play on 2.0 beta

proper dragon
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So it's ignorable

thorn mulch
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it happens on a fresh game start for me

proper dragon
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it fixes after the first land anyways

thorn mulch
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every time i land

proper dragon
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Weird not for me

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Might be something else

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Oh wait I have LandFromOrbit installed so it might be fixing it besides when doing a lobby reload

thorn mulch
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might be my soundpack has a wrong address for the ship noise

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is Ship3dSFX:ShipEngineOutside not the term to use for it anymore

fiery arrow
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It is, but the ships sounds have always been a bit fucky for me, among a few others

thorn mulch
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all i know is that it worked on v1, and when i disabled it to use v2 beta they stopped working

jovial ingot
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What is this error? First time I'm seeing this
Is it because of the TNSSCSounds mod?

fiery arrow
jovial ingot
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I don't use V2 tho

jovial ingot
long zenith
# jovial ingot

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.

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there's nothing in the txt file anyway, so i'm not sure as to why it's there

cinder jolt
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oh lmao v1 is more broken than i ever could have thought

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yeah you just really shouldn't be using it

proper dragon
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I've been running it in my pack

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Especially if V1 is that broken, might be a good idea lunxara_love_with_tail

cinder jolt
proper dragon
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👀

proper dragon
# cinder jolt

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

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You did a great job

fiery arrow
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V2 with LR though no?

jolly garnet
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[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 
proper dragon
jolly garnet
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beta

proper dragon
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Ah so something when running a debug build prob, cus I've never seen that error

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Still good for Bongo to fix it asap though

rain geyser
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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.

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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.

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I'm not sure if its a loaforcsSoundAPI issue or if adamance has a different main entrance audiosource outside.

merry sedge
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@fiery arrow by any chance do you know about this issue?

proper dragon
rain geyser
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Does it work with rebalanced moons then?

proper dragon
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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?

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Cus v1 is no longer being supported, so a repro on V2 would go a long way lol

rain geyser
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I cant check rn but I'll give it a try later

fiery arrow
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Im getting that in V2 as well, weird issue

proper dragon
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lol

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Cus it used to work fine we played on Adamance a ton with LR in the past

fiery arrow
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Could also be the same reason I cant change ship sounds

rain geyser
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I’m guessing Zeekerss changed the audiosource or something similar

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When I tried to list the sound without an audiosource it worked fine

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That doesn’t work very well though if you only want to change the main entrance or fire exit sound individually.

fiery arrow
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Could also just check what audiosource he changed it to

fiery arrow
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turn on logging and check the log

rain geyser
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In soundAPI?

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The logging feature for soundAPI?

fiery arrow
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yeah

proper dragon
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I actually never figured out what option you're supposed to enable in V2 for that btw

fiery arrow
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I just turn on all of them lmao

proper dragon
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Lmao

rain geyser
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I didn’t realise it was a thing until now, I feel silly.

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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 🥲

fiery arrow
rain geyser
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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

fiery arrow
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yeah the entries for other mods definitely are outdated

rain geyser
merry sedge
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to check the sound log

rain geyser
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It doesnt seem to appear in the logs when the setting is enabled

proper dragon
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@rain geyser Latest update fixes the issue

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@cinder jolt Congrats on the release lunxara_love_with_tail

thorn mulch
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did Ship3dSFX:ShipAmbianceOutside get fixed in the new version?

proper dragon
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@cinder jolt Pinged you in the LethalResonance thread but the new update for SoundAPI LethalCompany broke LethalCompany:dungeon_name for whatever reason

thorn mulch
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i had the json set up for it correctly, all the other ship sounds work except for that one

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and i didn't change it at all since v1, and it worked there

cinder jolt
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i guess so? jacuj was having issues with getting update every frame to work on it lol

thorn mulch
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ok i might be stupid

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the tag was ShipEngineOutside instead of ShipAmbianceOutside

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but my file is named correctly and still didn't work

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i'll try it with LR and see if it works better

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doesn't work with LR either

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i guess it's just an issue with that singular tag

cunning flame
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hi there, is there a way to set multiples possible musics for one event ? for example, a random metroid music when triggering a meltdown

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maybe something like this if my json isnt too rusty ?

rain geyser
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v2 is officially out?

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Congratulations! I know it’s been quite a long time in the works

mellow mortar
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What's exactly changed with the v2 release?

merry sedge
mellow mortar
merry sedge
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things (idk)

mellow mortar
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ok :(

fiery arrow
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Many internal changes for better performance, but as an API only minimal changes

cunning flame
merry sedge
cunning flame
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already did

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i pulled 4 apparatuses to test

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either i'm not doing it right, or i'm extremely unlucky

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i set the weight value of the 2nd one to 50, it played. must have been really unlucky then shrug

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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

cinder jolt
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no lmao, somehow no one has run into that bug yet

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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

merry sedge
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lol

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wait

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@fiery arrow I remember some of my weights being 1 :,]

fiery arrow
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I remember a LOT of my weights being 1 lmao

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@cinder jolt Why does it do -1?

cinder jolt
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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)

rain geyser
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Ive turned on "EXTENDED" logging in the config but the names of sounds/audiosources isnt appearing in the logs?

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Lunxara said that it was fixed in this update

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Am I doing something wrong?

cinder jolt
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extended logging isn't a thing in v2

rain geyser
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Is it not?

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I should regenerate my config

cinder jolt
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under the config theres a new section called "InternalDebugging", youre probably looking for the "matchstrings" config

rain geyser
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Thank you I'll try it now

rain geyser
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is there anything else i should enable in the config?

cinder jolt
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bepinex debug logs?

rain geyser
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its still not appearing for some reason

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When i start up the game this is what I see

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No more logs from SoundAPI appear afterwards at all. Whether it’s starting a save or landing on a moon.

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Its a bit late so I'll try again tomorrow and see if I can figure something out

cunning flame
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i'll set everything to 100 just in case

cinder jolt
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it'll be fixed soon when i do 2.0.1

cunning flame
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by the way, do you know if i can somehow add a condition on a specific sound in a sounds group ?

cinder jolt
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yeah? pretty much everything can have a condition lol

cunning flame
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gonna be honest, i havent tested it much further because of the bug mentionned before, i thought the sound wasnt calculated at all

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but for example in my test pack here, if i wanted to add a config for every sounds, where should the conditions go ?

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probably before the brackets after sounds:[, but wouldnt it screw up the other sounds ?

cinder jolt
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{
    "condition": {

    },
    "replacements": [
        {
            "matches": "bleh:bleh:bleh",
            "condition": {

            },
            "sounds": [
                {
                    "sound": "sound1.ogg",
                    "condition": {

                    }
                },
                {
                    "sound": "sound2.ogg",
                    "condition": {
                        
                    }
                }
            ]
        }
    ]
}
cunning flame
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crap its broken on my phone

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i'll check tomorrow on my pc

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thanks for your help anyways

cinder jolt
jovial ingot
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The game also crashes when closing it

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01950c5f-2a36-39a8-99a2-cd5f2e34b059

thick bobcat
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2.0.1 breaks a lot

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This is Vow

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01950c7f-f24f-3e32-f14f-8adf63e98181

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this is the profile

merry sedge
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Can confirm 2.0.1 Breaks emblem :,]

thick bobcat
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Reuploading the log coz the previous one had Darmuhs extensive logging

thick bobcat
merry sedge
thick bobcat
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Whatever it is that the newest patch does results in complete break of the visuals

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When downgrading to 2.0.0 the problem does not exist

thorn mulch
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yeah thats a big oof

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what got changed anyway, there isn't a changelog

thick bobcat
thorn mulch
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oh

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it didn't have one before this

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so i guess i didnt see it

cinder jolt
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woops

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lmao

tawdry tendon
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what is 2.0.2?

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we're all in a lobby and we really dont want to restart

thorn mulch
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i think it's a fix to 2.0.1 breaking emblem and fog

tawdry tendon
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omg

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fml

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i just had to wait 2 hours to get everybody on man

cunning flame
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@cinder jolt seems like your sound api can create huge cpu usage for lower-ends configs

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a friend of mine had really high cpu usage, disabling the api and every mods related to it fixed this issue

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do note that only one of my friend had this issue, personally i had nothing, but i have a beefier cpu

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(i have a intel 13600kf, they have a 9400f)

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should be noted that the issue probably appeared with v2, because they had no problem last week

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update : i also have the issue, on a test profile

crimson sail
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I had the high CPU usage issue when I disabled Lethal Resonance but forgot to switch off loaforcsSoundAPI after v2.0.0.

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Disabling loaforcsSoundAPI as well or rolling it back to v1.1.7 fixed the issue.

cinder jolt
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it logs every step of the way

cunning flame
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i asked several friends to test, they all got this issue

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cpu maxed

cinder jolt
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huh that's really weird lmao

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my only guess is that it's a mod conflict?

cunning flame
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nope

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cant be

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it happens in a empty profile

cinder jolt
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what the, can you enable all the internal debugging settings in the config and give me a log

cunning flame
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one minute

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what the hell

cinder jolt
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yeah they're internal debugging for a reason lmao :3

cunning flame
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ok ok

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i let the game on for a minute, the cpu maxed out

cinder jolt
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hmm actually can you disable just the update every frame option in there?

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but tbh nothing is really out of the ordinary

cunning flame
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i dont know what to say

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but yeah the cpu is still maxing out

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without the mod, everythings fine

cinder jolt
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there's not much I can do on my phone, only question is if it happens with intro tweaks?

cunning flame
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i added it because i didnt wanted to wait every time, but im pretty sure it still happens even withou IT

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yeah, it does even without it

cinder jolt
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yeah that's so strange lol

cunning flame
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but like i said, its very recent, we didnt have this issue last week

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we thought at first that it was a modded moon which caused that

cinder jolt
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yeah my only thought is that it's do with Intel CPUs somehow??

cunning flame
cinder jolt
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wuh this is so fucked lmao

cunning flame
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crap

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good luck with that

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wait shouldnt i change that ?

cinder jolt
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means nothing in v2

cunning flame
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mhh

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and this is unrelated i guess

cinder jolt
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yeah

cunning flame
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ok ok

thorn mulch
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definitely just an issue with lower power chips

cunning flame
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nope

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i also have the issue with a 13600kf

thorn mulch
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huh

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i'll do another check on mine to make sure i'm not missing anything

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either way the chip manufacturer has barely anything to do with this

cinder jolt
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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

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well I have no clue what it is happening so :3

cunning flame
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welp at least i know how to heat up my room now lol

thorn mulch
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could it be the multithreading tapping into more power than it should be?

cunning flame
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i disabled it to try, same issue

crimson sail
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For me, it happens when I don't have Lethal Resonance installed, but it doesn't when I do.

cunning flame
thorn mulch
cinder jolt
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hmm I migh know

thorn mulch
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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?

cinder jolt
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do you use lethal resonance?

cunning flame
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this is the current profile i use for tests purpose

cinder jolt
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like in your main profile

cunning flame
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nope

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i dont use it

thorn mulch
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i'll try it again on mine with lethalperformance disabled

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that might've had an effect

cinder jolt
cunning flame
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i do have lethalperformance tho

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with lsapi, i only use lethalclunk and my metroid mod

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ok lethalresonance here i go

thorn mulch
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metroidescapemeltdown?

cunning flame
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yep

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the fuck

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no issue

thorn mulch
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i know that meltdown sound replacements are broken right now

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you could try with that mod disabled and see how it runs

cunning flame
cinder jolt
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bad code comes to haunt me later lmao

cunning flame
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but here with lethal resonance it works flawlessly

thorn mulch
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yeah so i don't think it's base soundapi causing your high cpu usage

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try to load with your original mods minus the meltdown

cunning flame
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mhh, i'll try, but its kinda weird

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wait no

cinder jolt
cunning flame
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it cant be that

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i also tested it on an older profile, without my mod, and it also had the issue

thorn mulch
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i've never had this problem idk how to troubleshoot it

cinder jolt
cunning flame
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wait a sec

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ill try something

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yeah so its definitively lethalresonance who fixes the issue, not its dependencies

fiery arrow
proper dragon
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@cinder jolt if LethalPerformance is fixing it then it's something with the config probably, dunno what though

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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

cinder jolt
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no it's just purely bad code shooting myself in the foot

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I can't fix it until tonight

proper dragon
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You've got this

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At least LethalPerformance fixes it for now

cunning flame
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i dont think it does

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yeah, it does not

proper dragon
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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

fiery arrow
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reckon this is a case of one operation peaking usage but only using a small bit of the actual cpu

proper dragon
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Most likely yeah

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But Bongo would know more

clear finch
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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

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This is the log file that was generated after crashing, with all the debugging options enabled

proper dragon
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Dunno why but it's been a thing since the V2 Beta

clear finch
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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

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But the majority of times I've crashed, it has been very shortly after getting to the menu, so that checks out

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Thank you for the info InaPray I didn't know if I was doing something wrong

proper dragon
# cinder jolt I can't fix it until tonight

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

proper dragon
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@cinder jolt New update is broken

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Can't get past the selection screen

jovial ingot
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Can confirm

fresh plume
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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

copper coral
long zenith
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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

cunning flame
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no issues on my end, i can go to the ship

merry sedge
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broken too :,]

cunning flame
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when are you stuck y'all

proper dragon
fiery arrow
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Buhhhh in a sec I guess

cinder jolt
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okay I'm just gonna send it lmao

bitter solar
fresh plume
thorn mulch
# bitter solar

I never found out what causes this, I just assumed it was hookgenpatcher working correctly and it didn't hide itself for some reason

thorn mulch
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Huh

cinder jolt
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the clipping software

thorn mulch
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Yeah

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I've seen it do that even with the recorder disabled so I guess the hook never goes away

fiery arrow
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Yall just gotta get OBS boys, does everything medal does and more with a bit of configuration

jolly garnet
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or steam recording

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set and forget

fiery arrow
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Doesnt that only work for steam games?

severe pier
fiery arrow
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Replay buffer, I can pass you my configuration file if you want

fiery arrow
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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

static lance
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how should i rewrite my replacers to make them work with soundapi v2?

cinder jolt
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make sure to depend on loaforcsSoundAPI_LethalCompany and change it to LethalCompany:moon:name

fiery arrow
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@cinder jolt It seems like check every frame works with meltdown, but I guess not for anything else

cinder jolt
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well if you're talking about ship sounds it's because those are carried between scenes which is a pain to deal with

fiery arrow
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ah, that makes more sense

proper dragon
proper dragon
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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 🙏

pine gale
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No more pings to bongo, they're on break SnailCatGreed (reports fine just no pings)

fading rose
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is it possible to make certain sounds not play depending on the current moon?

fiery arrow
fading rose
fiery arrow
fading rose
fiery arrow
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Ugh...

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I think clyde considers it spam or something, idk, you're gonna have to just rewrite it @fading rose

fiery arrow
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Unrelated question for Bongo:

Which contributes to ram usage more, the amount of sound entries or the length of the files

fading rose
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mainly wanted it for moons that have an intimidating atmosphere and the day cycle tracks ruin it

fiery arrow
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Fair

proper dragon
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I'm ngl I relate to this, it's weird when the vanilla ambience plays on some moons with their own ambience

fiery arrow
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Really want a way to enter values into LR via config. Would be pretty damn useful when it comes to overrides like that

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Hardcoding modded moon support isn't very fun

proper dragon
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Yeah it's not

cunning flame
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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 ?

fading rose
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is there a way to replace a sound with multiple sound files and have the game choose a random one to replace it?

fading rose
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is there a way to just put the folder name instead of every individual sound name?

rain geyser
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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.

thorn mulch
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Also doesn't the last sound in the list get -1 to their weight?

cunning flame
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it should be fixed

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personally just in case all of my sounds have a weight of 100

fading rose
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also am i able to change the volume within the json or do i have to edit the audio file itself

fiery arrow
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Volume is done externally unfortunately

rain geyser
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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.

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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. \ /

fiery arrow
rain geyser
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How did I actually just

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I read through it thrice too…

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I feel like an idiot right now LOL

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To be fair I am but atleast I know how to fix it

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Thank you

rain geyser
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Turns out it’s actually LethalCompany:dungeon_name

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Don’t know how I missed that twice

fiery arrow
rain geyser
# fiery arrow 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.

rain geyser
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Oh I see

proper dragon
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Yeah so it's incorrect on the mod page

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He got the big lazy

rain geyser
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Should I just assume anything that uses an underscore is a colon instead?

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Atleast for those conditions

fiery arrow
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Just enable the report generation feature from config and look in there

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(Although it too lists both, idk why)

cinder jolt
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because of the cyclone im free for the next few days, is there anything that is majorly broken with soundapi?

proper dragon
#

@fiery arrow Time to come post all your bug reports

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If you got any

fiery arrow
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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

cinder jolt
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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

proper dragon
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and I always have to tell them it's fine it's cus of SoundAPI

cinder jolt
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its just really no where near my priority list considering application quit callbacks are still called, its really only just an annoyance

fiery arrow
proper dragon
cinder jolt
#

you need to include "constant": true on the mod_installed condition for the entire json file

fiery arrow
#

Constant makes sense to me for the most part, but counter I don't understand at all

cinder jolt
#

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,

fiery arrow
#

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?

cinder jolt
#

yes

fiery arrow
#

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?

cinder jolt
#

yeah

fiery arrow
#

what's the exact formatting? "constant": true,
right?

cinder jolt
#

yeah

fiery arrow
#

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

fiery arrow
#

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.```
rain geyser
#

When it comes to LethalCompany:moon:name what do I put for the moon name?

#

Like AssuranceLevel, Assurance, 220 Assurance ect.

fiery arrow
#

AssuranceLevel

#

They also get registered in reports

rain geyser
#

Thank you, you've been a massive help

#

With certain things it could've taken me a lot more hours

cinder jolt
rain geyser
#

Where do I find the reports from GenerateReports?

fiery arrow
rain geyser
#

Thank you

cinder jolt
merry sedge
#

Ooh!

#

That looks interesting!

severe pier
#

Huge, I still see a bunch of sound mods coming out that use customsounds for some reason - could be super useful

thorn mulch
#

theres probably some tutorial on yt that uses customsounds

severe pier
#

as seems to be the case for a lot of this stuff huh

thorn mulch
#

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)

severe pier
#

lmao

fiery arrow
#

The other discord has a guide for CustomSounds, and since its more popular with active players it likely gets more attention

severe pier
#

ic

cunning flame
#

so i'd say it works well

south flicker
#

u fixed that?

#

u fixed that?

merry sedge
#

u fixed that?

merry sedge
south flicker
#

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

merry sedge
#

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

south flicker
#

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?

merry sedge
#

LR is trying to get a fix, but we can't confirm nothing

south flicker
#

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

south flicker
#

it fixed itself btw idk how

#

it's not showing anymore

merry sedge
south flicker
#

idk why

fiery arrow
south flicker
#

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

merry sedge
#

It's not a Gamebreaking bug

south flicker
cinder jolt
south flicker
#

I wrote that later

#

in this channel

cinder jolt
#

oh :3

south flicker
#

yea only that magnet thing left

merry sedge
#

It's a Vanilla issue

south flicker
south flicker
#

I get it's a known issue for long but it happens only with lethalresonance

fading rose
#

how can i add a track that loops when its night time in a moon

thorn mulch
#

i don't think base lethal has a sound mapping for that

#

you can do it with PizzaTowerEscapeMusic though

fiery arrow
fading rose
#

yea thats what i did lol

soft axle
wispy urchin
fiery arrow
#

Something about networking, maybe a firewall issue?

wispy urchin
# fiery arrow 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

https://github.com/loaforcsSoundAPI/loaforcsSoundAPI/blob/a71c7ab12852d0d18cae5bac2e2cc537f46f6fd8/loaforcsSoundAPI/SoundPacks/SoundPackLoadPipeline.cs#L137

GitHub

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

#

No actual outbound networking going on there from what i can tell

soft axle
#

It happens on every boot. Ive tried uninstalling and reinstalling the mods and lethal too and it keeps happening

cinder jolt
soft axle
#

Sound wise?
Lethal Resonance
Ambient Music Pack Fork
Power Sounds

#

I could link my entire pack if that helps

cinder jolt
#

hmm those seem like they should work. what's the full path to your profile?

soft axle
#

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)

cinder jolt
#

under file > open profile directory

soft axle
#

F:\Gale\Gale\lethal-company\profiles\please10

cinder jolt
#

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

soft axle
#

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

cinder jolt
#

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)

soft axle
#

everything has this .old thing at the end

#

including stuff buried deeper in the powersounds folder itself

cinder jolt
#

is this a gale bug?

#

it uses .old when you've disabled a mod

soft axle
#

Oh

#

then thats my bad lmao

#

i turned it off before you asked me to check

cinder jolt
#

oh lol

soft axle
#

2nd image is replacers folder
3rd image is the sounds folder

#

im not sure what im supposed to look for but it looks? Normal?

cinder jolt
#

yeah i have no idea

soft axle
#

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 ded
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

wispy urchin
#

Still curious about how it happened at one point on my end given i was never able to reproduce it after it happened once

fiery arrow
#

I am wondering why power sounds is both broken and deprecated

cinder jolt
#

issue is my dev build reworks how this works so much so i cant even really diagnose

merry sedge
#

I helped with the latest update and no issues happened on my end

soft axle
#

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

fathom tusk
#

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

wispy urchin
#

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

rain geyser
#

I’d imagine that came in 2.0 hence why lethal company conditions are a separate mod now

wispy urchin
#

In the "for developers" section

fiery arrow
#

"SoundAPI is in early days" KEKL

wispy urchin
#

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.

fiery arrow
#

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

cinder jolt
rain geyser
#

What defines the player is alone condition? Is it when all other players are out of earshot?

cinder jolt
#

no idea, i'm pretty sure its the same requirements for your sanity to go down

final cove
#

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

fiery arrow
#

CustomSounds mods can be pretty easily converted to soundapi. That and bongo is working on "echoloader" which will automatically load customsounds mods using soundapi

final cove
#

Hmm, so I should just wait for them to finish that, then, I guess?

fiery arrow
#

Probably easier

fathom tusk
# fathom tusk Is there any way to have a condition based on what the current *weather* is? I'm...

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.

fiery arrow
fathom tusk
#

i see i see

rain geyser
rain geyser
#

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

fathom tusk
#

I've used it to change my loadstone loading music depending on what the weather is

rain geyser
#

That’s actually a good idea, like so it’s much creepier or silent on eclipse or something?

fathom tusk
fathom tusk
# rain geyser That’s actually a good idea, like so it’s much creepier or silent on eclipse or ...

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

▶ Play video
#

the other music we swapped for other weathers is also fairly chill, but just slightly more fitting

rain geyser
#

Especially the apparatus condition

fathom tusk
rain geyser
#

I’m not sure if that gives vibes of impending doom or not

fathom tusk
rain geyser
#

Sometimes including me

fathom tusk
rain geyser
# fathom tusk Oh damm Yeah my modpack is *kind of* balanced *around* the weather scrap value b...

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

fathom tusk
rain geyser
#

I do not recommend. 227 value lamp on a stormy moon is something

fathom tusk
#

Damm

fiery arrow
plush scarab
#

thank you for making this mod, loaf

thorn mulch
#

was the updated LC bindings that fixed the buzzing ever released?

cinder jolt
#

no because ive been working on a different solution thats more future proof

proper dragon
#

What buzzing? 🤔

thorn mulch
#

its most noticeable on experimentation

#

but i think it only happens in cases where soundapi is actively replacing the sound used by the trigger

merry sedge
#

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)

cinder jolt
# merry sedge uhm, Hello!

are there any errors before this? this is the validation bug so it's probably a sound pack messing up the structure

merry sedge
#

I'm generating the logs rn

cinder jolt
#

should say something like 'FAIL: 'sound.ogg' doesn't exist!'

merry sedge
merry sedge
#

the strange thing, LR is still loading correctly, the sounds are replaced

cinder jolt
#

yeah there's a lot of errors from lethal resonance about misplaced sounds

merry sedge
#

Hmm

#

I'm still not sure how it affect the entrance door

#

And why it only happens on my modpack :']

cinder jolt
#

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

thorn mulch
#

i don't think LP has an interaction with audio that would affect soundapi

cinder jolt
#

no its something to do with interiors, like completly unrelated from sound api

#

oh no i read that wrong lol

jolly garnet
#

and entrance teleport is networked object

cinder jolt
#

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

merry sedge
wispy urchin
#

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 ^^

fiery arrow
#

It's partially fixed in the unreleased 2.1.0

wispy urchin
#

...partially?

#

huh

fiery arrow
merry sedge
# merry sedge

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

jolly garnet
#

and then redownload

merry sedge
jolly garnet
#

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

merry sedge
jolly garnet
#

welp rip

merry sedge
#

so weird...

cinder jolt
#

2.0.6 fixes a few things and adds more warning logs

merry sedge
#

I'll check this soon

thorn mulch
#

yippe

merry sedge
#

thank you

thorn mulch
#

is this the config that shows a list of audio sources for replacing?

fiery arrow
#

That one just writes a report file into the soundapi plugins folder. Basically just copying what is also stated in the bepinex console

thorn mulch
#

ok

#

anyway i turned it on and it did what i wanted

#

i just needed to find the binds for modded items sounds

rain geyser
#

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?

fiery arrow
rain geyser
#

I swear you used to be able to put weight even when there's just one sound but I could just be losing it.

prime jackal
cinder jolt
fiery arrow
#

If it works let me know, I'm gonna do some shitposting

cinder jolt
#

hmm the community has a different bepinex pack so that might be a problem ?

prime jackal
fiery arrow
#

v5 of bep is EOL, so new versions are just bugfixes and the likes

#

Until v6 it probably isn't an issue

cinder jolt
#

nah v6 bepinex is supposed to support v5 plugins eventually i think

prime jackal
cinder jolt
#

the main issue was when i uploaded it to content warning ages ago when uni task was still a thing

prime jackal
#

BepInEx 6 is actually never releasing, next version will be 7

#

not even a joke btw

fiery arrow
#

This is... Not how development

prime jackal
prime jackal
cinder jolt
#

no the unitask dependency was not uplodaded to content warning as well, so when mod managers tried to download it, it would error

prime jackal
cinder jolt
#

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

prime jackal
#

ah I see

cinder jolt
#

also lordfirespeed's bridge is broken because it uses a different team for each community, so the dependency string is different 😅

prime jackal
#

ah

fiery arrow
#

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

fiery arrow
#

Yup, it works

proper dragon
#

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

fiery arrow
#

Whoops...

thorn mulch
proper dragon
#

I don't recommend doing it tbh

#

Especially if you use Gale lol

dry wyvern
#

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

prime jackal
#

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 😭

cinder jolt
#

oh i forgot to update 2.0.7 with more of the changelog lol oh well

proper dragon
cinder jolt
#

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

proper dragon
#

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 greed

thorn mulch
#

rend has an issue now? what is it

proper dragon
cinder jolt
thorn mulch
#

oh right

#

didn't know it happened on rend

#

i just new it from exp

proper dragon
#

It was more common on Rend

#

iirc

#

Didn't know it also happened on Experimentation

thorn mulch
#

probably more prevalent on exp cus the wind isnt so loud there

proper dragon
#

Probably

#

That issue had existed since SoundAPI V1 btw

cinder jolt
#

lcsoundtool would have also had it

proper dragon
#

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

cinder jolt
#

yeah probably if you stand between two triggers it would happen in vanilla

proper dragon
#

Ye

cinder jolt
#

the experiment won't fix that

proper dragon
#

Yeah and it's not meant to lol

cinder jolt
#

i think the experiement makes the current repo mod obsolete lol

proper dragon
#

Oh does it fix the issue the REPO Bindings mod covers?

#

lol

cinder jolt
#

yeah

proper dragon
#

Nice

proper dragon
#

I love that I still CTD guaranteed if LR and the Bindings are present ☠️

cinder jolt
#

how it feels to spread misinformation online

proper dragon
#

Idk if it's because I don't use Meltdown, cus LR throws an error on boot from that missing

cinder jolt
#

levels of misinformation i didnt think possible

proper dragon
#

It's genuinely not lol I've reprod this so many times

#

😭

#

Idk why

cinder jolt
#

you are just wrong though

fiery arrow
#

Do you know why it happens?

cinder jolt
#

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

proper dragon
#

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

fiery arrow
#

How would you even fix that? Just patch unity itself? lol

cinder jolt
#

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

proper dragon
#

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/

cinder jolt
#

this mod seems to do the exact same thing as killing with task manager

proper dragon
#

Yeah

cinder jolt
#

so i have no idea how that would be related to soundapi

fiery arrow
#

Just make soundapi force kill on exit I guess lol

proper dragon
#

More so the safe disconnect one

#

But yeah I suppose if SoundAPI just killing the process on quit works as a workaround

#

lol

cinder jolt
#

that just catches an exception in vanilla logic?? the problem in soundapi isn't specific to one game!?

proper dragon
#

True

cinder jolt
#

it probably wouldn't

proper dragon
# cinder jolt 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

cinder jolt
#

the experiment wouldn't cause that unless they are doing dumb things

proper dragon
#

@pliant grove

#

What shenanigans are you doing sir?

pliant grove
#

I am unaware of any tomfoolery I am committing

proper dragon
#

I'll double check it's not a bug when using SoundAPI 2.0.7 as a whole rq

pliant grove
#

Ye testing it myself too

proper dragon
#

Definitely no audio with experiement on, now testing with it off

#

Bouncy Castle is sad without bouncy sounds

#

lol

pliant grove
#

I hear trampoline audio with it enabled

proper dragon
#

🤔

#

Oh wait

#

I wonder if

#

LCLocalFixes?

#

Since it messes with null audio sources

pliant grove
#

I possess no null audio sources greed

proper dragon
#

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

pliant grove
#

Oh

#

Turning on the experiment through LethalConfig didn't save 💀

proper dragon
#

Lmao

pliant grove
#

Pranked

proper dragon
#

Okay yeah with the Experiment off the audio plays

#

But not when it's on

pliant grove
#

😔 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()

proper dragon
#

So SoundAPI just reads null and it doesn't play cus of that when the Experiment is on is my guess

pliant grove
#

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()

cinder jolt
#

hmm curious

#

i guess i just reference the wrong thing somewhere

#

oh oops lol

cinder jolt
cinder jolt
#

i probably fixed it but im a bit concered at that it showed like this

pliant grove
# cinder jolt <@161039146008182784> if you could test https://github.com/loaforcsSoundAPI/loaf...

(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)
cinder jolt
#

I was worried about that

#

Harmony man not be fully up to this task lol

pine gale
#

woooow calling harmony a man, what if its a beautiful girl 😔

cinder jolt
fiery arrow
#

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

thorn mulch
#

i did notice some sounds stopped working out of nowhere

#

but its a bunch of random sound replacements for modded scraps n stuff

cinder jolt
#

hm its probably connected to the audio clip spoofing experiment issue

thorn mulch
#

i don't have it active

cinder jolt
#

well no it still has internal stuff that it needs to track

#

can you try the 2.0.8 beta with it disabled maybe?

cinder jolt
#

yeah

thorn mulch
#

i'll try it

proper dragon
cinder jolt
#

no but i think thats because spoofing was enabled

proper dragon
#

Ah okay, yeah I too noticed some sounds were being weird today when they were fine with 2.0.6

pine gale
pine gale
#

ill take that as a no

#

get good

jolly garnet
#

sound api doesn't check for disabled audio source

cinder jolt
#

hm

#

great a beautiful edge case what the fuck is this

proper dragon
#

Cus for clients the disabled source is being ignored

#

I was gonna guess Diversity caused this

#

then I remembered you reported this

cinder jolt
#

no you are just wrong

proper dragon
cinder jolt
pliant grove
proper dragon
#

Yippee no more having to use 2.0.6 to avoid issues yoiled

cinder jolt
#

pushed a real release then

#

can't wait to find 17 other things i broke

thorn mulch
#

Wtf

pliant grove
#

It does lose it, though 😔

thorn mulch
#

agony its true

dry wyvern
#

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?

fiery arrow
#

It doesn't play that sound

dry wyvern
#

Thanks

fathom tusk
#

Created a PR for the current weather name condition for the SoundAPI Bindings

#

kept forgetting to lol

cinder jolt
fathom tusk
#

Ooo

cinder jolt
#

depends on if xu lets me free

pine gale
#

not allowed

fathom tusk
cinder jolt
#

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

pine gale
#

clearly it explodes into confetti

#

and uninstalls itself

cinder jolt
#

im gonna explode you into confetti

pine gale
#

try me

#

bitch

cinder jolt
pine gale
#

the lethal resonance update WILL NOT be coming out UNTIL 2029

cinder jolt
#

xu will have teleportation finished by 2029

fiery arrow
pine gale
#

good

#

ill tell them the lethal resonance team is being lazy

fathom tusk
copper coral
#

another API on a chokehold... and this time it's the maintainers shawty </3

copper coral
#

xu... XIOLANN!!!! I'LL NEVER FORGIVE YOU!!!!!!

pine gale
#

The bad guy is never the boss, it's always the boss's wife

copper coral
#

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

thorn mulch
#

so mods that don't have audio can't have any added by this mod

copper coral
#

ye I figured

thorn mulch
#

i believe LCSoundTool could do it at one point but not a good idea to use that

copper coral
#

prolly not

copper coral
#

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

cinder jolt
copper coral
#

oh so this isn't happening to everyone?

#

gotcha

#

that's weird cuz it ain't happening w other mods

fallen oar
#

are there any mappings for vanilla available? i can't find a list

thorn mulch
fallen oar
#

i looked at as much of the documentation as i could find

cinder jolt
fallen oar
#

i see

cinder jolt
#

this is what was on the github wiki before it all moved

fallen oar
#

i had no idea about this entire part of the wiki, i just went to the sound-pack guide

#

thank you

fallen oar
#

i was looking for the kiwi sound mappings and ig it got moved before the update

#

it's not under the living section

cinder jolt
#

yeah no that list is probably like pre-v50 still

fallen oar
#

ah

#

are there any mappings for the kiwi in the mod?

cinder jolt
#

you'll probably have to figure them out yourself

fallen oar
#

u mean decompiling game and finding audio files?

cinder jolt
#

no by enabling the extra logs

fallen oar
#

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?

cinder jolt
#

yeah if they exist, but they don't at the moment

fallen oar
#

okay i see

#

would mappings show up in the report json if found?

cinder jolt
#

i dont think so

fathom tusk
proper dragon
#

@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 🙂

proper dragon
#

lol

fiery arrow
#

Y'know, I probably should actually test v5 with the experiment on lmao

proper dragon
cinder jolt
#

I'll just have to rebuild it tonight I think

fiery arrow
#

Ship audio still broken with experiment on Deadinside

Bongo please stop coding jimothy to be big, please
I wanna update LR already Wailing

cinder jolt
#

@pine gale

proper dragon
pine gale
fiery arrow
fiery arrow
copper coral
#

getting this error when I try to interact with the terminal

pine gale
copper coral
#

btw the issue fixed itself after I opened and closed my game, no idea

pine gale
copper coral
#

hey are you asking if I'm saying that this issue in your game fixed itself?

cinder jolt
copper coral
#

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

fiery arrow
#

wuh oh

#

Nevermind TE_Stare

fiery arrow
#

Did you and batby ever figure out what was going on with the LLL tags? @cinder jolt

cinder jolt
#

no, it's more likely at this rate I'll support code rebirth lib tags over lll

pine gale
#

now i just gotta lock in and release coderebirthlib's rewrite NOW

copper coral
#

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?

pine gale
#

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