#LCMaxSoundsFix load order

10 messages · Page 1 of 1 (latest)

sturdy flower
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@plush oriole Would it be possible for you to add a . in front of your mods GUID? Due to AudioSettings.SetConfiguration it resets the audio device, or something along those lines, causing any audio mod that loaded patches before LCMaxSoundsFix to stop working. While I personally could just add a dependency for my mod, it would possibly be better to try to load your mod first to begin with.

In BepInEx the load order is determined by dependencies and sorting, and while we can't influence the first to get an earlier load, we can influence the second.

As far as I have seen from the BaseChainloader code the sorting order from first to last is:

  • .
  • _
  • 0-9
  • a-z
  • A-Z
  • -

Also, wouldn't it be more correct to use AudioSettings.Reset instead, seeing as AudioSettings.SetConfiguration is private? It does the exact same thing, but yknow, correctness and all :)

plush oriole
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@sturdy flower sure thing, i'll do that and compile dll for testing, before releasing it, if it's okay

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as about Reset i've never guessed that it's intended for setting configuration and not resetting it to default or something 😄 i'll add this as well

plush oriole
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I just tested and uploaded new version to thunderstore, please let me know if it's fixed

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I didn't test with conflicting mods, as i'm not aware what mods are conflicting in the first place, but overall mod seems to work as intended

plush oriole
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Thanks for showing me the fix, as i'm not very experienced in c# and unity modding yet, only in gmod lua

sturdy flower
sturdy flower
sturdy flower
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Seems like everything is working on my end of previous issues 😉