#loaforcsSoundAPI

4400 messages ยท Page 5 of 5 (latest)

copper coral
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I mean respectfully no one really gives a fuck about LLL tags past moon tags

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that's the one I care about the most

pine gale
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yeah those i had to keep consistent otherwise would mess up too much

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even if i disagree with the tags lol

copper coral
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ok so we won't have to set up CRL compatability for our tags then?

pine gale
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vow being counted as a valley... assurance and offense being canyons...

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no you wont have to

copper coral
pine gale
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i do grab all dev added tags

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yeah, definitively its wrong but people too used to it

copper coral
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even if the name isn't accurate i'd much rather all green moons be the same tag

pine gale
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then there's stuff like company moon not having company tag apparently lol

copper coral
pine gale
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yea, ill have to make both spellings of amythest point to the right thing

copper coral
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got it again

copper coral
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for some reason enabling this causes it to happen when I touch the terminal

copper coral
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nevermind it just decided to happen no matter what AGH!!! i knew it didn't have anything to do with LCUW but frs it was happening only when that was enabled

cinder jolt
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@fiery arrow dawn lib has soundapi conditions now so you can use those instead of lll

proper dragon
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I also expect Code Rebirth is gonna update soon since it's intended to replace CRLib

pine gale
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not soon but at some point

proper dragon
fiery arrow
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Also, back to work on soundapi

pine gale
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try again next month

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or year

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or decade

proper dragon
# pine gale or decade

Lmao the issue is I think there's a couple things he still needs fixed for his LR update

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Although the LLL related shit is no longer gonna be an issue thanks to DawnLib

copper coral
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yeah they've been waiting since like

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I wanna say over half a year

pine gale
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womp womp

copper coral
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get a maintainer.... please....

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or at the very least someone to help with upkeep! i think it'd be a good idea at least

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no one wants to rush anyone to work on smth they have no interest in touching, but when a big project like LR depends on the dev fixing or touching up features from their API it's a bit of a bummer to have to wait super long

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not that there's anyone to blame for that, sometimes you're busy, sometimes you're not interested in doing x or y. and that's totally fine

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it's the same situation as LLL, I think it would be good to have someone help out with upkeep and small fixes since it's such a useful API to have around

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hope that makes sense and isn't dismissed with a womp womp

vestal iron
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Dawnlib doesn't have that problem like soundapi where takes longer to close the game right?

pine gale
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no reason it would, and u should ask that in the dawnlib thread

vestal iron
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Sorry

pine gale
pine gale
# vestal iron Sorry

its alright, reason it happens in soundapi is related to it cleaning things up since it touches some fine things in unity, dawnlib is just primarily lethal internals so it doesnt have anything like that

pine gale
# pine gale womp womp, people are free to come and contribute if they'd like, but you're gon...

LL's codebase is terrible and i was the only one willing to contribute and fix it
LLL's codebase is in the middle of a big refactor where paco is helping here and there iirc but its primarily the busy batby
DawnLib is just me and bongo
PathfindingLib is mainly Zaggy and Matty
And most things abandoned mostly stay abandoned, like XL scraps, stuff like that I might pick up and try to adopt into DawnLib but with it just being me and Bongo it'll take time
For XL scraps i'd definitely wanna adopt something like that in the future, I dont need to see it "revived" with AI abuser jori

copper coral
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my personal 9/11

pine gale
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lol

copper coral
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so much work down the drain it's crazy

fiery arrow
copper coral
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I didn't work on it but it was devastating to hear

proper dragon
copper coral
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throwing a pebble at someone's not as bad at throwing a boulder at em, but it's still a bad thing to do

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follow for more horrible monty metaphors

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(not even a metaphor)

pine gale
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I will throw boulders at people who code their mods with AI

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If I managed to learn the whole pipeline from modelling to coding entirely mostly without help, others can too

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(Keeping in mind this was also during my busiest and most important time of my education)

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I'm not saying u have to be amazing, giant specimens had meh models and meh code, but that's usually more than enough

copper coral
thorn mulch
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In college I gave a few ais some prompts to see what they came up with after I solved a coding problem and 90% of the time they got it wrong

proper dragon
pine gale
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Which is completely irrelevant

thorn mulch
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Microsoft gets compounded because they use their own ai instead of someone else's, so theirs is gonna make all the same mistakes they already have plus more because its ai

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But that isn't very relevant

proper dragon
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Yeah

thorn mulch
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ai is a sign of laziness to me

proper dragon
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I agree

vestal iron
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any news?

pine gale
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for?

vestal iron
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lethalresonance v5

thorn mulch
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does this mod still work in v73?

proper dragon
thorn mulch
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cool

fiery arrow
copper coral
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pawsy pin that

merry sedge
manic heron
merry sedge
cinder jolt
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once dawnlib 0.3 is out and stable; meltdown will get its update lol

fiery arrow
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God dammit

copper coral
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they had us in the first half ngl

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LR update never SoundAPI found dead behind an alley

vestal iron
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LR v5 one day

torpid crest
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well meltdown needs its update to v73 and soundapi is fine sooo

copper coral
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every time someone says sound api is fine an angel gets shot and dies

copper coral
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(it is fine I just want that Lethal Resonance update sooo bad)

thorn mulch
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Resonance v5 is becoming this community's silksong

fiery arrow
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Considering the update has ballooned to now double the mod's overall content, yeah, it might as well be silksong

fiery arrow
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Somehow ironic that batby has the first message in this thread

crystal hearth
severe pier
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the original mod seems to have custom code to control that behaviour, idk how that'd be ported over

fiery arrow
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It would need to be remade without soundtool, soundapi doesnt have the required functionality

crystal hearth
severe pier
dim echo
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what the MatchStrings for dungeon ?

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when a player enter the dungeon

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any dungeon modded too

cinder jolt
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i returned from the dead and pushed 2.0.9, the changelog is too long to post here and most of the code was written months ago (hopefully nothing is broken)

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time to disappear for months again :3

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most of the changes for 2.0.9 are internal/performance and so there aren't any new conditions or such

proper dragon
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@fiery arrow Looks like you got some work to do soldier

proper dragon
cinder jolt
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most of paco's work i can not merge

proper dragon
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Definitely was not on my 2026 Bingo Card to see you come back but itโ€™s great to see you

pliant grove
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Yeahhhhh

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Does not save me work greed

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Lol

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I be readin through stuff

proper dragon
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Lol

pliant grove
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Also not the case greed

proper dragon
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But looks like lots of good changes were made

proper dragon
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Here I was hoping you could merge bongoโ€™s changes

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๐Ÿ˜‚

pliant grove
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Tackled the same problem in two different ways greed

pliant grove
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Ship thrusters are not irreplaceable

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They just are at volume 0

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For some reason

merry sedge
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I just hope this fixes most (if not all) of the issues JacuJ was getting for the needed sounds

pliant grove
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Not that much actually

proper dragon
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Ye I figured

merry sedge
proper dragon
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Tbf I do not think Bongo ever thought this api would be used quite so extensively when it first came out lol, LR really do be the mod that is exposing all itโ€™s limitations and things that donโ€™t work

pliant grove
merry sedge
proper dragon
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So itโ€™s mostly the bindings that need updated then

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They uhhhh got broken hard by v81 though yeah?

pliant grove
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Native stuff's probably better though

merry sedge
pliant grove
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Though I do like object pooling instead of destroying every PlayOneShot AudioSource after creating it

proper dragon
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paco has been working on SoundAPI for like the past 2 months lol

pliant grove
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Hmmmm

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I shall work on LLL update greed

proper dragon
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@cinder jolt Were you planning to also update the bindings or is that gonna be reserved to paco? Lol

proper dragon
pliant grove
proper dragon
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But yeah you do need to get those fixes out lol

pliant grove
thorn mulch
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is this something worth noting (during level generation)

cinder jolt
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thats probably the dungen update breaking things

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its fine it seems

thorn mulch
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makes sense

pliant grove
thorn mulch
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yes

pliant grove
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Interestin plink

fiery arrow
proper dragon
fiery arrow
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This... Doesn't actually do all that much for me even

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But that's besides the point

proper dragon
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I know

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It unfortunately did not

thorn mulch
cinder jolt
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is this when loading?

proper dragon
proper dragon
thorn mulch
cinder jolt
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the c# language is a mystery

cinder jolt
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@pliant grove i committed the editor config, although dotnet format does not properly follow it, you'll have to use resharper in vscode somehow

cinder jolt
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2.0.10 is ignorable for lethal company

merry sedge
fickle otter
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Asking for a friend, is loaforcsSoundAPI LethalCompany going to be updated? Or is it even needed? It seems to be a dependency for Resonance (albeit that hasn't been updated either, so)

fiery arrow
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It's been getting worked on in the background, it'll probably be released alongside the next resonance update

hollow hornet
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I feel like there was a list of match strings but I can't seem to find it now.

fiery arrow
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It still exists on the GitHub I think, but it's still outdated to v55

fickle otter
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@fiery arrow Massive news.

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Thanks

dry wyvern
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Strange suggestion (probably) but for loaforcsSoundAPI LethalCompany could you add current_day (as in how many days your run has survived) as a possible condition. Also, for regular loaforcsSoundAPI, could you add a way to run modulus' on values and then compare the remainder.

So like for example, you want to play a unique sound for every day of the "week", so you would do current_day % 7 == 0 for Monday, current_day % 7 == 1 for Tuesday, etc.

cinder jolt
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these would likely be two different conditions, and the game doesn't have a concept of a week which would be a bit strange

dry wyvern
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Hm let me provide a better example of what I mean. Say you have three sets of funny jester sound replacements that you want to swap between. The first set of sounds can play when current_day % 3 = 0, the second set of sounds can play when the mod is 1, and the final set plays when the mod is 2. Basically, it allows sounds to be swapped every day to allow for even more variety. After going through all three sets of sounds, it'll loop back to the first. Another example would be having multiple sets of boombox replacements where every day the songs change to be different.

If I had to guess how it could be implemented, I think the mod could be written in the value field kinda like how the range operations are: 5%1 (the equal sign in this case is replaced with the % which might be confusing)

So a current day condition using mod would look like this:

{
    "type": "LethalCompany:current_day",
    "value": "5%1"
}

So whenever current_day % 5 is 1, this condition is true.

And then of course current_day can be used with any value so you could have sounds that play only one day 1 for example.
And vice versa where mod could be the value for something like player insanity for uhhh something idk.

fiery arrow
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Resonance team had a similar idea at one point, where enemy sounds would switch between "sets" as time goes on, though for us it was only limited to time of day within one day

cinder jolt
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having math operations within a condition will never be implemented

fiery arrow
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Infact some of the things he's made directly overlap with things you added, but in different ways

cinder jolt
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i already have :p

pliant grove
copper coral
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one massively important community API at a time, paco

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good luck ๐Ÿซก

cinder jolt
merry sedge
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interesting

cinder jolt
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i had to rewrite how json files are loaded to be cleaner for 2.1 and hot reloading came pretty much for free

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idk how particularly stable it is it did crash on me once

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and if you try hot reload an update every frame thats playing actively its probably not going to be happy with you

proper dragon
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Any idea about the TME issue? I got a video of it

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It's like it just makes a bunch of sound clips from the emotes play at once

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lol

cinder jolt
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i have no idea, i'll look into it later

proper dragon
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Ye cus I think @fiery arrow Had told me smth similar is going on with the Cruiser Engine audio so it's prolly all linked to the same thing

fiery arrow
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this was with pacoito's version ^^

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which, coincidentally, also has issues with other sounds

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specifically ive noticed music not playing on a vanilla modpack, but working on modded. Somehow vice versa for old bird rocket boots, where they are vanilla in modpacks but work in vanilla

cinder jolt
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bwaaa

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oh this version also finally reintroduces a 1.0 feature to skip unused sounds

fiery arrow
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Did you actually get the changes pacoito had made? since he's busy with LLL you might want to be the one to merge everything

cinder jolt
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the two projects are in two completely different directions. it's just not physically possible to merge them lol

pliant grove
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Not fully at least

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Or that much really

fiery arrow
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well youre gonna have to recreate things then, because LR is relying on quite a few things that pacoito has made

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what even made you work on soundapi all of a sudden..?

pliant grove
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Most Conditions for the LC bindings I did do depend on some core stuff I messed around with plink

cinder jolt
fiery arrow
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greattt...

fickle otter
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Cursed

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I'm an outsider but I feel like if there are two people working on the mod you should work together instead of just making two versions of the same thing.

pliant grove
vestal iron
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Does soundapi works fine with enemysoundfixes?

merry sedge
dry wyvern
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Having an issue related to the Loading Music mod, but it also occurs with the vanilla HangarShip:ShipLandingTurbulence:ShipLanding sound. Basically, if you replace the sound once, it will not be replaced again. So if the sound replacement is random or based on weather, it will not be able to change. Pulling the lever, produces the error in the image which might be related.

For example, in Zeta's Loading Music soundpack which has music for each weather. If you land on Offense with Stormy weather, it will play the stormy music as expected, but when you try landing on a moon with clear weather, it'll play the stormy music again instead of the expected clear weather music.

Quitting back to the main menu resets this behavior.

cinder jolt
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that error seems unrelated. i'm not sure on how it would've broken, is it broken between 2.0.8 and 2.0.9?

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actually it'd be easier just toggle between NativeBackend and HarmonyX in the config under Advanced

dry wyvern
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I did try toggling between the two but it had no effect

cinder jolt
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hmm that is strange

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if you try changing the replacer in the soundpack to be update_every_frame does it work then?

dry wyvern
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I tried that too, it did not work

cinder jolt
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hmm

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can you enable these debuggers? and give me a log?

dry wyvern
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yeah sure

cinder jolt
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why does it just give up what

dry wyvern
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I have no idea

cinder jolt
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oh

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do you have AudioClipSpoofing disabled?

dry wyvern
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Nope

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That's enabled

cinder jolt
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could you try toggling it?

dry wyvern
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Alright

cinder jolt
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it replaces it once, then fails to again because the replaced clip name is different

dry wyvern
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went to rainy then clear

cinder jolt
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could you also enable the AudioClipSpoofing debugger?

dry wyvern
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alright

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Do you want me to re-enable audioclipspoofing too?

cinder jolt
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yeah

dry wyvern
cinder jolt
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i am horrified if this is the fix

dry wyvern
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lol

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went to clear experimentation then rainy adamance and it seems to have been fixed!
(and quit and tested it again for good measure, went to rainy assurance then eclipsed march, still works!)
-# (idk why I keep getting rainy)

cinder jolt
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has soundapi been broken all this time oh god ๐Ÿ˜…

dry wyvern
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lol what went wrong?

cinder jolt
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this single error means soundapi would replace once, then never be able to replace that clip on that audio source again

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most cases would be fine but this should've been more noticeable lol

dry wyvern
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lol

pliant grove
dry wyvern
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Kinda strange tho. I didn't notice other sounds not being able to be replaced? Like on another soundpack I have a random chance for a rarer sound to replace thumper stomps.

cinder jolt
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yeah i think those would be .PlayOneShot, which wouldn't be affected. or zeekerss would manually set the clip on the audiosource, which would fix soundapi

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it's just an issue if its the same clip twice in a row

dry wyvern
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Ah

cinder jolt
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2.0.11 is building now

dry wyvern
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Awesome

lean tundra
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[Error  :  HarmonyX] Error while running static void loaforcsSoundAPI.LethalCompany.Patches.RoundManagerPatch::Reporting(). Error: System.TypeLoadException: Failure has occurred while loading a type.
  at RoundManager.GenerateNewFloor () [0x002d1] in <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_02D1
fiery arrow
pliant grove
#

I forgor

fiery arrow
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Not that I can test it since this build isn't compatible I think

pliant grove
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It is not plink

lean tundra
#
[Error  : Unity Log] TypeLoadException: Failure has occurred while loading a type.
Stack trace:
loaforcsSoundAPI.SoundPacks.Conditions.NotCondition.Evaluate (loaforcsSoundAPI.SoundPacks.Data.Conditions.IContext context) (at ./SoundPacks/Conditions/NotCondition.cs:34)
loaforcsSoundAPI.SoundPacks.Data.Conditions.Conditional.Evaluate (loaforcsSoundAPI.SoundPacks.Data.Conditions.IContext context) (at ./SoundPacks/Data/Conditions/Conditional.cs:12)
loaforcsSoundAPI.SoundPacks.SoundReplacementHandler+<>c__DisplayClass13_0.<TryGetReplacementClip>b__1 (loaforcsSoundAPI.SoundPacks.Data.SoundInstance it) (at ./SoundPacks/SoundReplacementHandler.cs:218)
System.Linq.Enumerable+WhereListIterator`1[TSource].ToList () (at <ea489521390f48908a7ce45cb17a6848>:IL_0017)
System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <ea489521390f48908a7ce45cb17a6848>:IL_001F)
loaforcsSoundAPI.SoundPacks.SoundReplacementHandler.TryGetReplacementClip (System.String[] name, loaforcsSoundAPI.SoundPacks.Data.SoundReplacementGroup& group, UnityEngine.AudioClip& clip, loaforcsSoundAPI.SoundPacks.Data.Conditions.IContext context) (at ./SoundPacks/SoundReplacementHandler.cs:218)
loaforcsSoundAPI.SoundPacks.SoundReplacementHandler.TryReplaceAudio (loaforcsSoundAPI.SoundPacks.AudioSourcePlayEvent& event, System.Nullable`1[loaforcsSoundAPI.SoundPacks.ReplacementResult]& result) (at ./SoundPacks/SoundReplacementHandler.cs:73)
loaforcsSoundAPI.SoundPacks.SoundReplacementHandler.TryReplaceAudio (UnityEngine.AudioSource source, UnityEngine.AudioClip clip, UnityEngine.AudioClip& replacement) (at ./SoundPacks/SoundReplacementHandler.cs:99)
loaforcsSoundAPI.Core.Patches.Native.AudioSourceNativePatch.Play (System.IntPtr self, System.IntPtr delay) (at ./Core/Patches/Native/AudioSourceNativePatch.cs:52)
(wrapper native-to-managed) loaforcsSoundAPI.Core.Patches.Native.AudioSourceNativePatch.Play(intptr,intptr)
UnityEngine.AudioSource.Play () (at <deaf4488108c4ffb89b6cc3614b8a5a5>:IL_0009)
SoundManager.PlaySoundAroundLocalPlayer (UnityEngine.AudioClip clipToPlay, System.Single vol) (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_0053)
SoundManager.PlayAmbienceClipLocal (System.Int32 soundType, System.Int32 clipIndex, System.Single soundVolume, System.Boolean playInsanitySounds) (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_0031)
SoundManager.PlayAmbientSound (System.Boolean syncedForAllPlayers, System.Boolean playInsanitySounds) (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_025B)
SoundManager.LocalPlayerSoundTimer () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_006B)
SoundManager.Update () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_00B9)
hazy junco
#

Heya, I was trying to look if you can sync weighted audio replacements across multiple players, but from what I gathered it is not yet possible, is that still the case or did I miss something?

fiery arrow
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From my understanding it's somewhat complicated and basically needs custom code on a per game basis

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Also it would be hard to keep soundAPI client sided while enabling sync

hollow hornet
#

Sound replacement mods using loaforcssoundAPI made pre v80 dont need updating right?

fiery arrow
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Some sounds were changed, so those would need to be updated to the new references, otherwise no

hollow hornet
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Alright, thanks.

copper coral
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How do you make a sound aggro dogs?

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Like a boombox tune for example

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if I'm replacing one of the vanilla ones, since those do aggro em

cinder jolt
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its done in code through RoundManager.PlayAudibleNoise, you won't be able to edit it through soundapi

copper coral
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fuck that sucks

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so wait how does resonance manage to have any sound actually trigger dogs?

copper coral
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are you fr lol

pliant grove
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Ye LR doesn't actually touch AudioSources themselves or like influence gameplay mechanics

copper coral
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so if LR changed the clown horn sound I can just. blast it next to a dog and it won't do anything?

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what about mods that change the dropship music?

cinder jolt
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whar

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those sounds already do trigger it?

copper coral
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ye

cinder jolt
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i mean like you can't make a sound that doesn't attract dogs, do attract them and vice versa

copper coral
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cuz I have a mod that overrides some vanilla boombox music (doesn't add any new ones, just changes existing ones) and when I play the custom ones they don't attract dogs

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but when I play vanilla ones they do

cinder jolt
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that wouldn't be a sound api thing then

copper coral
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even if the mod has no code?

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it is just a soundapi mod

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dis one

cinder jolt
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yeah im reading the boombox code and there doesn't seem to be anything i would be doing wrong to make it not attract dogs

copper coral
cinder jolt
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yes

copper coral
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Sick sick

copper coral
pliant grove
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RoundManager.PlayAudibleNoise() still gets called too plink

copper coral
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awesomeg

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yeah cuz I woulda been so confused otherwise LOL

copper coral
cinder jolt
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yeah this code is so simple i dont even know how it would go wrong

copper coral
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I was thinking maybe that mod adding one messed up smth but i'll check and say

cinder jolt
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the only case i can think of is if soundapi is throwing an exception in the middle of StartMusic, but its so simple that most of soundapi would be broken if that was the case

copper coral
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played the exact same two songs and it worked LOL

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super strange edge case so i'll let the dev know

cinder jolt
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thats so weird, because you could still hear the music right?

copper coral
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thanks for the help and explanation ๐Ÿซก

cinder jolt
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huh that looks fine, but i havent used the boombox to distract them before

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for reference the boombox only triggers "playing a noise" every second

copper coral
cinder jolt
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owh yeah it seems like at 24 seconds the dog unaggros, then only aggros again at 30 seconds with the lightning (?)

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the boombox definitely should have reaggroed it sooner

copper coral
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ye

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dw tho I was using stanky ass lethaldevmode for testing so I couldn't get clean testing done but im switching to imperium rq just in case

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imma do it w upturnedvariety (the mod that seems to be causing issues) first so I can get an example of that and then switch it off for a diff clip

cinder jolt
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i cant see any reason it would

copper coral
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ye me neither

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yeah it doesn't seem to be upturnedvariety's extra boombox track

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pretty confused then

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cuz twice now we tried luring dogs with the box during a round and nothin happened, both times it was custom music

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ye sorry to bother then, if this does show up again I'll let you know but it seemingly works just fine

desert jungle
#

Heya, so something was brought up in #1431555180620681306

I was wondering on behalf of Debbi if it's possible to replace the pickup/pocket sound of an item that doesn't have one?

fiery arrow
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Soundapi can't add audio sources, so no

desert jungle
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It's not adding an audio source.

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It's assigning an audio clip to a blank slot.

cinder jolt
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not yet

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i think paco had some wip stuff

pliant grove
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Oh not something for that though

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There ain't a clip to match so SoundAPI can't replace it

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It'd need a whole separate thing for it mayhaps

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Clipless AudioSource matching

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Closest thing I did was adding a volume override when a match is found, for the very niche case of a sound playing but with no volume

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Ship thrusters

desert jungle
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I know that some vanilla scrap lack pickup sounds too.

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If that's the case, the only thing I can think of is having a blank audio clip and patching it to replace any empty audio clip slots.

pliant grove
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I did add a Condition for held items though

fiery arrow
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update wen plink

pliant grove
fiery arrow
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im dyin out here man

desert jungle
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Hmm, is there a condition for when it's supposed to apply for picking up and dropping specifically?

pliant grove
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I forgor plink

desert jungle
#

I wager that you could possibly just replace an empty audio channel if you put null but then there's the issue of discerning which slot it's referring to.

#

In the bleeding edge case that there's a item with no pickup or drop noise.

fiery arrow
pliant grove
#

Oh right ItemNameCondition

#

I'm goldfish ๐ŸŸ

#

They do work greed

fiery arrow
#

So were you actually still working on soundapi or is that up to bongo now?

pliant grove
#

I need to get LLL update out plink

#

Lol

fiery arrow
#

Joever

pliant grove
#

It nearly done though

#

Just had to do some cursed stuff greed

dry wyvern
#

I made sound replacements for the charge station sound but for some reason sometimes no sound plays. All four of these sounds play, so it's not an audio file issue. not sure what's causing it.

static lance
#

i can't replicate this, i set up my replacer the same way and sound always plays

#

might be some weird thing with one of the audio files, idk what would cause it to not play but maybe the bitrate is weird or something

dry wyvern
#

I'll try re-encoding them through audacity perhaps

#

that did not work

static lance
#

do you have another replacer .json somewhere trying to match the same thing perhaps?

dry wyvern
#

nope

half tiger
#

not sure if this is the right channel to ask but i'm trying to replace eclipse ambience whether its during a certain combined weather or not. either replacement works the first time but will not be replaced by the other until reloading the save (ex. landing on an Eclipsed moon will play boiled.ogg, but landing on a Rooted moon after will still play boiled.ogg and not glaceir.ogg and vice versa). any guesses as to what the problem is? hoping its just my syntax but i've tried everything lol

pine gale
#

What does rooted moon mean lol

half tiger
#

rooted is just the name of the combined weather but it has LegendWeathers' Blood Moon and vanilla Eclipsed in it which is why it uses the ambience

cinder jolt
#

do you have zeta's weather name binding mod?

#

i dont think the core lc soundapi bindings have anything to do with weather

half tiger
#

i do have zeta's yeah

#

again both work when loading either weather for the first time on a save so both are definitely being registered separately, but if i go to the other then the audio doesn't ever swap unless i reload. its like it loads one replacement and gets stuck on it

fiery arrow
#

Did notice this with Pacoito's branch as well, which just has zeta's add-on merged in.
Going to some moons like dine or rend completely breaks all the weather and ambience

fickle otter
#

I assume these are moderately harmless?

[Info   : Unity Log] RANDOM MAP SEED - 66916396
Client #0
Moon: 41 Experimentation
[Error  :  HarmonyX] Error while running static void loaforcsSoundAPI.LethalCompany.Patches.RoundManagerPatch::Reporting(). Error: System.TypeLoadException: Failure has occurred while loading a type.
  at (wrapper dynamic-method) RoundManager.DMD<RoundManager::GenerateNewFloor>(RoundManager)
[Info   : Unity Log] Now listening to dungeon generator status.
[Error  : Unity Log] TypeLoadException: Failure has occurred while loading a type.
Stack trace:
loaforcsSoundAPI.SoundPacks.Data.Conditions.Conditional.Evaluate (loaforcsSoundAPI.SoundPacks.Data.Conditions.IContext context) (at ./SoundPacks/Data/Conditions/Conditional.cs:12)
loaforcsSoundAPI.SoundPacks.SoundReplacementHandler+<>c__DisplayClass13_0.<TryGetReplacementClip>b__1 (loaforcsSoundAPI.SoundPacks.Data.SoundInstance it) (at ./SoundPacks/SoundReplacementHandler.cs:218)
System.Linq.Enumerable+WhereListIterator`1[TSource].ToList () (at <ea489521390f48908a7ce45cb17a6848>:IL_0017)
System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <ea489521390f48908a7ce45cb17a6848>:IL_001F)
loaforcsSoundAPI.SoundPacks.SoundReplacementHandler.TryGetReplacementClip (System.String[] name, loaforcsSoundAPI.SoundPacks.Data.SoundReplacementGroup& group, UnityEngine.AudioClip& clip, loaforcsSoundAPI.SoundPacks.Data.Conditions.IContext context) (at ./SoundPacks/SoundReplacementHandler.cs:218)
loaforcsSoundAPI.SoundPacks.SoundReplacementHandler.TryReplaceAudio (loaforcsSoundAPI.SoundPacks.AudioSourcePlayEvent& event, System.Nullable`1[loaforcsSoundAPI.SoundPacks.ReplacementResult]& result) (at ./SoundPacks/SoundReplacementHandler.cs:73)
loaforcsSoundAPI.SoundPacks.SoundReplacementHandler.TryReplaceAudio (UnityEngine.AudioSource source, UnityEngine.AudioClip clip, UnityEngine.AudioClip& replacement) (at ./SoundPacks/SoundReplacementHandler.cs:99)
loaforcsSoundAPI.Core.Patches.Native.AudioSourceNativePatch.Play (System.IntPtr self, System.IntPtr delay) (at ./Core/Patches/Native/AudioSourceNativePatch.cs:52)
(wrapper native-to-managed) loaforcsSoundAPI.Core.Patches.Native.AudioSourceNativePatch.Play(intptr,intptr)
UnityEngine.AudioSource.Play () (at <deaf4488108c4ffb89b6cc3614b8a5a5>:IL_0001)
SoundManager.PlayNonDiageticSound () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_0126)
SoundManager.Update () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_0080)