#loaforcsSoundAPI
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yeah those i had to keep consistent otherwise would mess up too much
even if i disagree with the tags lol
ok so we won't have to set up CRL compatability for our tags then?
vow being counted as a valley... assurance and offense being canyons...
no you wont have to
canyon and valley are more like. the general biome type i guess
even if the name isn't accurate i'd much rather all green moons be the same tag
then there's stuff like company moon not having company tag apparently lol
same with amythest (which is typo'd in the tags lol)
yea, ill have to make both spellings of amythest point to the right thing
got it again
for some reason enabling this causes it to happen when I touch the terminal
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
@fiery arrow dawn lib has soundapi conditions now so you can use those instead of lll
Peak
I also expect Code Rebirth is gonna update soon since it's intended to replace CRLib
not soon but at some point
Ye, when I say soon I usually mean in the next month or so but I get everyone interprets the word differently
Im gonna need like 2 pages of documentation 
Also, back to work on soundapi
Documentation for loaforcsSoundAPI
sorry bud but no
try again next month
or year
or decade
Lmao the issue is I think there's a couple things he still needs fixed for his LR update
Although the LLL related shit is no longer gonna be an issue thanks to DawnLib
womp womp

get a maintainer.... please....
or at the very least someone to help with upkeep! i think it'd be a good idea at least
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
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
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
hope that makes sense and isn't dismissed with a womp womp
Dawnlib doesn't have that problem like soundapi where takes longer to close the game right?
no reason it would, and u should ask that in the dawnlib thread
Sorry
womp womp, people are free to come and contribute if they'd like, but you're gonna see the same thing happening in all the other libraries, no one is interested
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
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
||there were other people who were willing to but were rejected tbf||
my personal 9/11
lol
so much work down the drain it's crazy
yours?
As much as I dislike Jori and how he creates his mods, at this point Microsoft is using AI to write code for their own os which is way worse tbh. I'm not defending the guy but I doubt he's gonna do more damage than what Big Tech is doing by using it tbh
throwing a pebble at someone's not as bad at throwing a boulder at em, but it's still a bad thing to do
follow for more horrible monty metaphors
(not even a metaphor)
I will throw boulders at people who code their mods with AI
If I managed to learn the whole pipeline from modelling to coding entirely mostly without help, others can too
(Keeping in mind this was also during my busiest and most important time of my education)
I'm not saying u have to be amazing, giant specimens had meh models and meh code, but that's usually more than enough
100%
giant specimens was absolute peak and inspired me to start modding so yes ๐
I don't think anyone should use ai for code actually
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
Oh yeah I agree, but Windows using ai is still way worse than a mod using ai
Which is completely irrelevant
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
But that isn't very relevant
Yeah
ai is a sign of laziness to me
I agree
any news?
for?
lethalresonance v5
does this mod still work in v73?
Yes
cool
pawsy pin that
Terbium buried 10 meters underground
i forgot it was a thing ๐
exactly
once dawnlib 0.3 is out and stable; meltdown will get its update lol
God dammit
they had us in the first half ngl
LR update never SoundAPI found dead behind an alley
LR v5 one day
well meltdown needs its update to v73 and soundapi is fine sooo
every time someone says sound api is fine an angel gets shot and dies
(it is fine I just want that Lethal Resonance update sooo bad)
Resonance v5 is becoming this community's silksong
Considering the update has ballooned to now double the mod's overall content, yeah, it might as well be silksong
Somehow ironic that batby has the first message in this thread
the original mod seems to have custom code to control that behaviour, idk how that'd be ported over
It would need to be remade without soundtool, soundapi doesnt have the required functionality
okay that's what I thought- thanks for clarifying.
would you be able to point me to some resources to get started on a rewrite? I've never done modding for LC and have no clue what helper mods and dev tools i would need beyond vscode
you could prob ask in #dev-general maybe? idk honestly this isn't really part of my wheelhouse
what the MatchStrings for dungeon ?
when a player enter the dungeon
any dungeon modded too
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)
time to disappear for months again :3
most of the changes for 2.0.9 are internal/performance and so there aren't any new conditions or such
@fiery arrow Looks like you got some work to do soldier
Your return definitely has been unexpected ๐ but it looks like you made lots of good changes welcome back, I almost feel bad for @pliant grove though who has been working hard and was actually trying to fix things like the ship thruster stuff ๐คฃ saves him some work though ^^
most of paco's work i can not merge
Definitely was not on my 2026 Bingo Card to see you come back but itโs great to see you
Ah rip just means you have a new build to work off of
Lol
Also not the case 
But looks like lots of good changes were made
Rip
Here I was hoping you could merge bongoโs changes
๐
Tackled the same problem in two different ways 

I just hope this fixes most (if not all) of the issues JacuJ was getting for the needed sounds
I have doubts it prolly fixes a handful of it but I donโt think it covers all of what paco has also done lol
Ye I figured
paining 
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 itโs limitations and things that donโt work
Update does fix a big thing to be fair, it's just Jacu needs more bindings/conditions for the most part
at least that's some good news
So itโs mostly the bindings that need updated then
They uhhhh got broken hard by v81 though yeah?
Fixes a big thing that I handled differently ๐ฅ
Native stuff's probably better though
so you also fixed it :,]
Though I do like object pooling instead of destroying every PlayOneShot AudioSource after creating it
paco has been working on SoundAPI for like the past 2 months lol
Could probably be combined though
Hmmmm
I shall work on LLL update 
I know :,]
@cinder jolt Were you planning to also update the bindings or is that gonna be reserved to paco? Lol
Jacu in shambles
It do just need a recompile, but there's probably some stuff that was not pushed if I had to guess
But yeah you do need to get those fixes out lol
Fair
Actually DunGenReferenceFixer probably fixes it, iirc it's just the Dungeon name condition throwing a fit due to the new DunGen version
is this something worth noting (during level generation)
makes sense
Oh I assume this is with DunGenReferenceFixer in the profile?
yes
Interestin 
Y'know you don't haaaave to ping me whenever something happens
I know but figured you would be happy to see a SoundAPI update

is this when loading?
This was reported in the TME thread so if you're looking into issues it might be worth seeing why this is happening
sry this was while landed
@pliant grove i committed the editor config, although dotnet format does not properly follow it, you'll have to use resharper in vscode somehow
Ye I'll look into it 
2.0.10 is ignorable for lethal company

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)
It's been getting worked on in the background, it'll probably be released alongside the next resonance update
I feel like there was a list of match strings but I can't seem to find it now.
It still exists on the GitHub I think, but it's still outdated to v55
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.
these would likely be two different conditions, and the game doesn't have a concept of a week which would be a bit strange
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.
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
it's likely that this functionality would be added to the existing counter condition instead whenever i get around to implement the things i have planned for 2.1
having math operations within a condition will never be implemented
You really should get in contact with pacoito and ask him for the things he's made first, since there is a LOT
Infact some of the things he's made directly overlap with things you added, but in different ways
i already have :p
Understandable
Yeee I've just been busy with the LLL stuff 
:3
i had to rewrite how json files are loaded to be cleaner for 2.1 and hot reloading came pretty much for free
idk how particularly stable it is it did crash on me once
and if you try hot reload an update every frame thats playing actively its probably not going to be happy with you
Any idea about the TME issue? I got a video of it
It's much weirder than it sounded through the way the person described it
It's like it just makes a bunch of sound clips from the emotes play at once
lol
i have no idea, i'll look into it later
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
this was with pacoito's version ^^
which, coincidentally, also has issues with other sounds
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
bwaaa
anyway here is a development build that includes hot reloading, as having to wait for the full 2.1 release for it would be bad
oh this version also finally reintroduces a 1.0 feature to skip unused sounds
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
the two projects are in two completely different directions. it's just not physically possible to merge them lol
well youre gonna have to recreate things then, because LR is relying on quite a few things that pacoito has made
what even made you work on soundapi all of a sudden..?
Most Conditions for the LC bindings I did do depend on some core stuff I messed around with 
necromancy
greattt...
Cursed
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.
I mean ye that's the idea, it just wasn't exactly possible between when I started messing with SoundAPI and the present moment 
Does soundapi works fine with enemysoundfixes?
should yeah
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.
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?
actually it'd be easier just toggle between NativeBackend and HarmonyX in the config under Advanced
I did try toggling between the two but it had no effect
hmm that is strange
if you try changing the replacer in the soundpack to be update_every_frame does it work then?
I tried that too, it did not work
why does it just give up what
I have no idea
could you try toggling it?
Alright
it replaces it once, then fails to again because the replaced clip name is different
could you also enable the AudioClipSpoofing debugger?
yeah
went to rainy assurance then clear experimentation
lol
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)
has soundapi been broken all this time oh god ๐
lol what went wrong?
this single error means soundapi would replace once, then never be able to replace that clip on that audio source again
most cases would be fine but this should've been more noticeable lol
lol
Oh wait @fiery arrow wasn't this one of the gullible sounds lol
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.
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
it's just an issue if its the same clip twice in a row
Ah
2.0.11 is building now
Awesome
[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
It was 'shiplandingambience' wasn't it
I forgor
Not that I can test it since this build isn't compatible I think
It is not 
[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)
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?
From my understanding it's somewhat complicated and basically needs custom code on a per game basis
Also it would be hard to keep soundAPI client sided while enabling sync
Sound replacement mods using loaforcssoundAPI made pre v80 dont need updating right?
Some sounds were changed, so those would need to be updated to the new references, otherwise no
Alright, thanks.
How do you make a sound aggro dogs?
Like a boombox tune for example
if I'm replacing one of the vanilla ones, since those do aggro em
its done in code through RoundManager.PlayAudibleNoise, you won't be able to edit it through soundapi
fuck that sucks
so wait how does resonance manage to have any sound actually trigger dogs?
It doesn't 
are you fr lol
Ye LR doesn't actually touch AudioSources themselves or like influence gameplay mechanics
so if LR changed the clown horn sound I can just. blast it next to a dog and it won't do anything?
what about mods that change the dropship music?
ye
i mean like you can't make a sound that doesn't attract dogs, do attract them and vice versa
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
but when I play vanilla ones they do
that wouldn't be a sound api thing then
even if the mod has no code?
it is just a soundapi mod
dis one
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
So any sounds that attract or don't attract dogs still do/don't with the override?
yes
Sick sick
I have a mod that adds a tune so lemme check if without it it still happens and i'll let you know
It's the same AudioSource just with a different clip
RoundManager.PlayAudibleNoise() still gets called too 
regardless the one it adds did not play when I was testing so idk
yeah this code is so simple i dont even know how it would go wrong
I was thinking maybe that mod adding one messed up smth but i'll check and say
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
oop yeah it has to be this one
played the exact same two songs and it worked LOL
super strange edge case so i'll let the dev know
thats so weird, because you could still hear the music right?
thanks for the help and explanation ๐ซก
ye lol
i have a clip lemme show you rq
Watch boomytesty by phomtoonlinktln and millions of other Lethal Company videos on Medal. #lethalcompany
huh that looks fine, but i havent used the boombox to distract them before
for reference the boombox only triggers "playing a noise" every second
the spot it was running around in was one I had run to before so it was still tracing my footstep sounds I think
owh yeah it seems like at 24 seconds the dog unaggros, then only aggros again at 30 seconds with the lightning (?)
the boombox definitely should have reaggroed it sooner
ye
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
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
i cant see any reason it would
ye me neither
yeah it doesn't seem to be upturnedvariety's extra boombox track
pretty confused then
cuz twice now we tried luring dogs with the box during a round and nothin happened, both times it was custom music
ye sorry to bother then, if this does show up again I'll let you know but it seemingly works just fine
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?
Soundapi can't add audio sources, so no
Oh not something for that though
There ain't a clip to match so SoundAPI can't replace it
It'd need a whole separate thing for it mayhaps
Clipless AudioSource matching
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
Ship thrusters
I know that some vanilla scrap lack pickup sounds too.
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.
I did add a Condition for held items though
update wen 

im dyin out here man
Hmm, is there a condition for when it's supposed to apply for picking up and dropping specifically?
I forgor 
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.
you made one for both
assuming they actually work I never tested
So were you actually still working on soundapi or is that up to bongo now?
Joever
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.
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
do you have another replacer .json somewhere trying to match the same thing perhaps?
nope
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
What does rooted moon mean lol
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
do you have zeta's weather name binding mod?
i dont think the core lc soundapi bindings have anything to do with weather
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
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
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)