#Audioware release v1.0.0

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merry hearth
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๐ŸŽ‰ Iโ€™m happy to announce that Audioware V1.0 is finally live! ๐ŸŽŠ cat_gimme

๐Ÿ”ˆAudioware is a native plugin to play custom audios in Cyberpunk 2077, without REDmod. ๐Ÿ”ˆ

You can add in your own audios, along with sound effects (volume, panning, start time, playback rate, etc). Audioware also come with some sensible defaults to make sound adjusts like you'd expect to, like what youโ€™d hear if youโ€™re swimming underwater or running past a loudspeaker.

Be sure to checkout the full guide with code snippets/demos videos : https://cyb3rpsych0s1s.github.io/audioware
Then head over to the download section: https://github.com/cyb3rpsych0s1s/audioware/releases

Have fun !

Also a big kudos to: @violet shadow @half hornet @charred phoenix @edgy skiff cat_love

dreamy grove
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Congratulations, this has been a long time in the works I know.

merry hearth
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thanks cat_woah

chrome shore
merry hearth
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btw any feedback, positive or not, will be very much appreciated ๐Ÿ™‚

visual vapor
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amazing! Thank you so much for making this cur_i_offer_love

somber badge
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Hype

plain mulch
merry hearth
merry hearth
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sacrรฉ Otis ^^

native glacier
#

Quel fun d'enfin pouvoir profiter d'Audioware avec la paire de mods de MisterChedda ๐Ÿ˜… ! Merci beaucoup !

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Had another question following mine from january (regarding Sending audio to Dualsense controllers) :
Can we mod haptics in through Audioware ?
On the DSX discord, a user posted a code snippet on how he implemented modded-in haptics for his own program (DualsenseY on GitHub) :

{
  "instructions":[
    {
      "type":8,
      "parameters":[
        0, // INT - Controller index
        "C:/game/bin/win64/haptics/effect.wav", // STRING - Path to WAV file (Must be a Stereo 48KHz IEEE Float PCM)
        1, // FLOAT 0-1 - Speaker volume
        1, // FLOAT 0-1 - Left actuator volume
        1, // FLOAT 0-1 - Right actuator volume
        1 // BOOL - Clear buffer (this will stop the currently playing effect, if set to 0 the effect will play after the previous one has finished)
    ]
  }
]

He uses extracted/dedicated audio files but I figured Audioware maybe could route vanilla audio instead.
(Live encoding might be needed depending on whether the file is of the right format I guess)

native glacier
merry hearth
native glacier
# merry hearth truth is, I have no idea how it works, wdym?

I'm not the most technically knowledgeable user on this but (hopefully I won't oversimplify to the point i'd be talking crap) basically :

  • Dualsense controllers have 4 audio channels exposed to the OS
  • 2 are for the Haptic Feedback actuators (the controller "motors")
  • 2 are for the controller speaker
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Vanilla makes use of all of them but I've no idea how it actually works within red4

merry hearth
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thing is, I'm not very knowledgeable about audio in general risitas

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I remember having seen channels in the sources though, around the codecs or the decoder

native glacier
merry hearth
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honestly there's a todo list long like the highway, so this kind of features would probably come last, unless someone steps in and make a PR for it

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what I'd like to understand is that you want to automatically play sounds based on haptics feedback or?

native glacier
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Been hoping for something like that for years so no problem, I totally get it

merry hearth
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i've never used haptics on latest ps5, hence why i'm a bit dumb about it

native glacier
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No, just playing files through the controller channels to have more haptic feedbacks than vanilla and more immersive sounds through its speaker

merry hearth
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ah that's super interesting indeed

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so when game support it, they reroute part of audio output to dualshock?

native glacier
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For speaker, yes (holocalls sounds are duplicated through it)

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For haptics, no idea how they make it work (it's quite dynamic)

merry hearth
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what the library allows me to do is re-route audio to either emitters or tracks (+ sub-tracks)

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I'm not exactly sure how to re-route it to a device, but I know a specific device can be set when configuring codec/decoder

native glacier
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Sounds encouraging

merry hearth
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that might be above my paycheck honestly, I'm not sure

native glacier
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No worries

merry hearth
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that's damn interesting though, but that sounds like another rabbit hole ๐Ÿ˜„

native glacier
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For sure ๐Ÿ˜…

merry hearth
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I prefer to tell you that it might never happen, to keep the expectations low, but you got me hooked

native glacier
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No problem, no expectations, only high hopes ๐Ÿ˜‰

merry hearth
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what I want to support next are vehicles and weapons in the first time, because that's what people keep asking for

native glacier
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Of course, as it should be

merry hearth
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my second step would be scene dialogs, to facilitate creating custom quests

native glacier
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(Do know I'd gladly participate to my humbly short extent should you need my help)

visual vapor
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I'd just meant to pitch in here because we could really need wiki guides

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I have auditory processing issues, so they won't be coming from me

merry hearth
charred phoenix
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For anyone paying attention to this thread--if you'd like to see an example of an implemented Audioware emitter script, you can check out the silly optional file for my silly gun mod. It causes vending machines to play a jackpot sound when dispensing a shiny new firearm. I wrote this specifically to help test Audioware for @merry hearth. https://www.nexusmods.com/cyberpunk2077/mods/14004?tab=files

visual vapor
charred phoenix
charred phoenix
# visual vapor

I will do it tho, if you hold my hand and talk to me like I'm 5.

charred phoenix
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I need a wiki for wikiing.

visual vapor
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waaaay ahead of you, choomba ๐Ÿ˜‚

charred phoenix
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Nice, nice

visual vapor
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but I'll absolutely hold your hand and walk you through the process if that means we get more guides

charred phoenix
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Idk if I can do a guide, per-say. Maybe there's something else that's relevant which I can add it to?

visual vapor
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there is next to nothing on audio modding

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like. whatever you add, it will be more than we have

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other than "you need redmod or audioware"

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just dump whatever you can contribute somewhere on a page. the next person can go over it

charred phoenix
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Alright, I'll see if I can give it a shot shortly.

visual vapor
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Awesome โค๏ธ

merry hearth
merry hearth
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well "no need" I express myself poorly... I mean it's always good to have more docs ofc, but the one I wrote is pretty good to get one started I think

visual vapor
merry hearth
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but feel free to add more docs, contributions are welcomed ๐Ÿ™‚

visual vapor
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on the wiki ๐Ÿ˜„

merry hearth
# visual vapor

like create a wiki entry to link to my wiki you mean? ๐Ÿ˜„

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Wiki Inception โ„ข๏ธ

visual vapor
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this is how the sound category looks ilke

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I don't mind the knowledge being over at your place rather than on the wiki itself at all, might even be a good thing (decentralized repositories for when the robot apocalypse comes)

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but there should be very prominent links to direct people there

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right now, the average audio modding experience looks like this:

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prospective modder: Hi, I want to do audio modding :)) How does that work?
chat: crickets
eventually, me: I have auditory processing disorder and honestly couldn't tell you, but there are a few wiki pages and the #audio channel!
prospective modder: thank you!
prospective modder: <disappears and is never seen again>

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I just want to funnel them towards the actual resources ๐Ÿ˜„

merry hearth
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ok, but I'm not very knowledgeable about audio as I said earlier. the only thing I start to grasp a better understanding about is how the game funnels event to the internal Audiokinetics vanilla audio engine. more specifically how to detour audio requests away from Audiokinetics to forward them to the underlying audio engine I rely on (kira is its little name). not sure how useful this knowledge is ๐Ÿ˜„

visual vapor
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I'd wager it will probably cover 90% of audio modder needs right now ๐Ÿ˜„

charred phoenix
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I wrote you a guide, @visual vapor.

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It's like, awaiting your approval, or whatever.

visual vapor
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you're the bestest โค๏ธ โค๏ธ

charred phoenix
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I'm going to test slightly more and add source files.

visual vapor
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absolutely :))

charred phoenix
visual vapor
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I briefly skimmed, don't really have the spoons to dig into something new

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it seems comprehensive! ๐Ÿ™‚

charred phoenix
visual vapor
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absolutely :)) I had the impression that you just need to code along and will see results, which is exactly what people need

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the first fix is free etc.

charred phoenix
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Cool. Thanks for checking it out.

visual vapor
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thanks for writing it, and welcome to team-wiki

charred phoenix
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Yeah I saw the flair on my Discord profile. ๐Ÿ˜ฎ ๐Ÿฅณ

charred tinsel
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@merry hearth
Last version of Audioware

[2024-09-04 22:34:24.977] [RED4ext] [warning] An unknown exception occured while calling 'Main' function with reason 'Unload', exported by 'audioware'

Is that normal ?

charred phoenix
# charred tinsel

If you'd like, I can take a look at what you have in your manifest, reds files. I might notice something wonky.

merry hearth
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btw for issues you can report them on Github instead of here ๐Ÿ™‚

charred tinsel
charred tinsel
charred phoenix
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Audioware doesn't do anything by itself. Does that mod utilize it?

charred phoenix
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You should let the author know in a comment.

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Like, on the Nexus page. Or send a PM. Whatever they prefer.

charred tinsel
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Ok, iโ€™ll do that
Thanks

charred phoenix
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Audioware is basically new tech at the moment, so authors are all figuring it out.

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It'll be a minute before things settle down.

charred tinsel
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I am well aware โ€ฆ i am at that stage to

charred phoenix
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Cool cool

charred tinsel
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@edgy skiff
Look up, ๐Ÿ‘†

merry hearth
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i'm not currently in front of sourcecode @charred tinsel but usually:

[2024-09-04 21:41:35.321] [audioware] [error] couldn't reclaim stopped sound(s) in storage(s): Internal error: static sound handles contention

means that cleaning up unused sounds (stopped) could not be performed, but they are reclaimed at intervals so it's not important if there's a miss every-now-and-then

#
[2024-09-04 22:34:24.977] [RED4ext] [warning] An unknown exception occured while calling 'Main' function with reason 'Unload', exported by 'audioware'

this one on the other side, usually happens on game exit, am i right?
i didn't get for a while but i'll look into it

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the more context u can provide @charred tinsel, the easier it makes fixing it

merry hearth
charred tinsel
# merry hearth no worries, feedback is always appreciated

I cant give more info since the mod that is using Audioware โ€ฆ only has one line whenever you get into the game or reloading a save where V is saying โ€œAh shit, here we go againโ€ โ€ฆ doesnโ€™t do more than that โ€ฆ so there is no much testing needed

On the other hand, if you point me where to look for or what should i do, or what to pay attention to, iโ€™ll dig it for you โ€ฆ or it might simply need authorโ€™s touch.

merry hearth
charred tinsel
charred tinsel
merry hearth
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i'll look into it when i get time but, past the logs annoyance, if it does not prevent you from playing that's the most important

merry hearth
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ok got contention issues fixed on my branch + warning on game exit fixed upstream,
waiting for upstream merge there should be an update tomorrow @charred tinsel @misty summit

merry hearth
charred tinsel
# merry hearth lemme know how it goes ๐Ÿ™‚

So far, so good ... cant complain
Errors/warnings are gone (good sign) ... still have some issues that i am trying to solve (which are somehow ODD - to say so)
Funny thing is that they come and go and is nothing that i can reproduce and yea, they are Audio related (to some extent) ...

Now come the hard part ...
How bad does Audioware conflicting with RadioExt ... why i say this ... well, let me explain

Both mods on their own are fine, no issues whatsoever ... but having them both installed ... Listening to radio and driving around, i have various sounds interfering (screams, shooting, aerial vehicles, another radio and the list can go on) ... but then, checking both mods logs, there is nothing in there ... go no other mods (audio) than the ones mentioned before ...

So yea, i am trying to sort it out somehow.

merry hearth
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okay so from my own tests in-game, I noticed that there's some interferences whenever a lot of sounds get to be played simultaneously:

for example, during combat when foes are screaming, bullets are shot from everywhere, and combat mix plays in the background, if I play multiple musics with audioware I can hear some variations in the overrall audio output.

what I assume it is, is both audio engines "competing" for audio output, resulting in strange volume variations.

now this happens on my low-end laptop speakers, but when I discussed it in DM with @native glacier, they mentioned having no noticeable related issue whatsoever (ThisChord I mention you so you can actually step-in and provide explanations or correct me if ever I misunderstood).

finally what about RadioExt ? I personally don't know because I've never installed it. I usually play with a very small set of mods (currently mine + all audioware-based mods e.g. Beep Beep MF).

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that being said, audioware also has a related setting that can help: you can install mod_settings and configure its buffer size in mod's menu (requires restarting your game afterwards) to improve overall audio output. I use 512 on my laptop, but it depends on your hardware.

native glacier
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Interfering/conflicting can mean so many things in audio..
For "conflicts" with RadioExt, best to provide a recording with all those sounds playing at the same time (please, no downmixing if you're playing on a multichannel system) :
Only way to check whether it's perceptual only because in some scenarios, you'd have a spatialisation problem as RadioExt only plays everything as if you had a desktop media player opened - meaning all sounds are "in-your-face", so if other mods are playing through Audioware this way too, not on/from in-world emitters like Android_Malfunction does, that'd be like playing several songs at the same time with said media player without any proper mix : a "conflicting" mess.
Vanilla is pretty good at spatialisation overall except for some weirdly designed and applied effects but then it's unlikely to conflict with either RadioExt or Audioware.
Both playing simultaneously and in-your-face is another story, hence needing recordings to get a grasp of it.

Personally, android_malfunction does have its sounds blended in quite convincingly (maybe a tad too loud in some circumstances though - user facing settings for adjustable volume per mod audio output in mod settings would be quite nice and useful Roms ๐Ÿ˜‰ even though best practice is for mod provided audio files to be normalized to vanilla levels in the first place) with the world sounds even in messy auto-driven car combat chases at 5 stars with loads of SFX

charred tinsel
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Yea, i do have Mod Settings installed and i did set it to 512 even 1024 (there is no difference) ... the amount of sounds coming trough from all sides is literally crazy

Here are 2 examples of such occurrences, which i found them to be very ODD

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in the first video, radio is barely audible and is on ... and the second, radio is off .. but i have radio coming on from whatever source

native glacier
# charred tinsel Yea, i do have Mod Settings installed and i did set it to 512 even 1024 (there i...

Thanks ๐Ÿ™‚ First one sounds "normal" (as in vanilla behavior) to me :
You're in a loud messy sounding area - though it's quite annoying at that point indeed - and radio (be it radioext's or vanilla's with that grimes tune) simply sounds like it's being drawned out by surroundings (no idea what your in-game audio volumes are set to though - big factor)
Second one I've never had to such a big extent but I'm definitely having it frequently - no RadioExt/Audioware needed for it to happen but I do have Better Vehicle Radio (which I suspect might be causing this) and even with radio off, there are some moments where something plays (as if it was sticking to you - no spatialisation and no fading out if you move around + FPP and TPP sound the same when they shouldn't with vanilla radios)

native glacier
# merry hearth that being said, audioware also has a related setting that can help: you can ins...

I'd generally keep it to Auto, but depends on what is responsible for auto setting buffer size and what elements it takes into consideration for doing so.
Though we're getting in the me-not-quite-understand territory of digital audio there.
But theoretically, unless there are cracking sounds or audio cutting out issues, the buffer size shouldn't be of any matter or concerns.
Certainly wouldn't affect either quality or volume anyway

merry hearth
charred tinsel
merry hearth
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so you probably have Ah Shit, Here We Go Again I guess, but it's not played in these videos

merry hearth
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so difficult to say if it sounds off or correct

charred tinsel
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i said that ๐Ÿ˜„

native glacier
charred tinsel
native glacier
merry hearth
charred tinsel
native glacier
merry hearth
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the modders already have access to panning, volume and more.

it's not that adding them to settings on a per mod basis is impossible, but i foresee that it would add unnecessary complexity both on players side and in my codebase.

native glacier
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Codebase for sure but modders can't try users' individual setups (both audio hardware configs & software settings, as well as Audioware mod list + in-game scenes), users should have some control to some extent eventually (when hopefully many Audioware mods will exist and such hypothetical situational issues may occur)

charred tinsel
merry hearth
# native glacier Codebase for sure but modders can't try users' individual setups (both audio har...

it's difficult because :

  • how do you adjust audio for each if there's e.g. 100 audioware mods installed ?
  • how do you adjust audio if there's no sound currently being played (that would require preloading a random sound from each mod in the settings page, and not even sure mod_settings supports creating a custom UI interface)
  • you necessarily create some performance overhead if everytime audioware plays a sound it has to retrieve current mod related to the sound being played + apply specific sound effects like volume and panning
native glacier
native glacier
merry hearth
native glacier
merry hearth
native glacier
merry hearth
merry hearth
charred tinsel
merry hearth
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i can't hear any noticeable difference, but maybe it's due to my hardware

charred tinsel
native glacier
merry hearth
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audioware does not support (nor touch anything related to) radios yet, so it's unrelated

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you should remove your other mods and isolate the one that causes it

charred tinsel
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no radio mods installed, EXCEPT RadioExt
and i repeat ... with Audioware i have random radios coming on and off and without is all good ... been saying this since the beginning and i can reproduce it 10000000% at any given time

merry hearth
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it's strictly impossible, sorry

native glacier
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Audioware might be a revealer of the issue somehow (redengine's audio parts are so undocumented you can't know for sure what mess CDPR cooked in it)

merry hearth
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audioware do not interact with red engine, so this is impossible too

charred tinsel
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well ...i have no other options, than give up on Audioware and mr Chedda's mod

merry hearth
native glacier
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Yeah but I'm no modder as you know ๐Ÿ˜‰

merry hearth
charred tinsel
merry hearth
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try with audioware and without radioext

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otherwise it's not really a fair comparison

charred tinsel
pallid topazBOT
# charred tinsel clearly someone reads between the lines ... sorry for being sarcastic (or whatev...
DBK

So far, so good ... cant complain
Errors/warnings are gone (good sign) ... still have some issues that i am trying to solve (which are somehow ODD - to say so)
Funny thing is that they come and go and is nothing that i can reproduce and yea, they are Audio related (to some extent) ...

Now come the hard part ...
How bad does Audioware conflicting with RadioExt ... why i say this ... well, let me explain

Both mods on their own are fine, no issues whatsoever ... but having them both installed ... Listening to radio and driving around, i have various sounds interfering (screams, shooting, aerial vehicles, another radio and the list can go on) ... but then, checking both mods logs, there is nothing in there ... go no other mods (audio) than the ones mentioned before ...

So yea, i am trying to sort it out somehow.

charred tinsel
merry hearth
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then pick whichever you prefer

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if both conflicts

charred tinsel
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well ... i cant
As both are using audio ... but they don't do same thing
i cant listen to my own radio with Audioware only

merry hearth
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not yet, you're correct

native glacier
# charred tinsel there you go ... this is without Audioware

There no difference in spatialisation nor volumes in the first part of it (idea was to have radio playing like in the first one though).
At the end, you're just not having it playing when off like you had before in the second one you posted.

I really think it's coincidental : like I said that very bug I've been having for months way before Audioware was installed on my end, and it's completely random (could never pinpoint a location triggering it nor other conditions)

charred tinsel
# merry hearth not yet, you're correct

Thanks.

And don't get me wrong ... got nothing against your mod or anything
I love seeing people coming with new things and from my point of view, is verry well welcomed, but since they don't do same thing and for the fact that both are using Audio channels ... clearly something, something is messed up somewhere in between ...

charred tinsel
native glacier
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All I can say is it never happens on foot

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With radioport off I mean

merry hearth
charred tinsel
native glacier
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Simple as a read but considering other elements on my end, makes it even more complex to grasp

merry hearth
charred tinsel
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other than those hiccups, i have no issues whatsoever ...

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Audioware does what needs to be doing (same as radioExt) ... but for whatever reason, they cant coexist under same roof

One of the Authors (either you or Wheeze) ... need to find a solution to this, or both sit together and see what is what

Its understandable that Audioware is still WIP and that is why i got nothing against that ... just trying to do my part and bring you my findings

native glacier
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So if it helps, hopefully it will eventually, I can tell RadioExt never needed to be installed either for the rando playing when off bug to happen on my end

charred tinsel
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@merry hearth

Another finding (while i was doing a Mod Settings menu for one of my mods)

Audioware hangs at game exit
Launched the game to check main menu for Mod Setting with the changes done to my mod, get back in the menu and quitting the game, the game hangs in Task Manager until forced to close/exit

Can be reproduced, just Audioware on his own with no other mods that depends on it

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if you need, i can make a video for that to

native glacier
charred tinsel
native glacier
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It's an Audioware related crash (1.0.3)

charred tinsel
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that is the only mod that crashes at exit

native glacier
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Not anymore it seems

charred tinsel
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still crashes ...

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but yea ... i get no popup, it just hangs in there untill is killed from task manager

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watch the vid on "how i did it"

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there you go ... you can see it here

native glacier
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Seems identical except you don't get the flatlined popup

native glacier
charred tinsel
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so ...is a known bug?

native glacier
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Roms has no idea for now, he doesn't have it with release build of 1.0.3

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But updating the library on dev build seems to cause it for him

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Yet another curious one

charred tinsel
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so i am not the only one here having this crazy thing ...
i don't want to say something that is not

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let me check ... i might have left the reporter disabled

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but dont think so

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no, is not

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is there

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as when i get in game crashes it does pop up

native glacier
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Sh*t, as if it wasn't complex enough already ๐Ÿ˜…

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Glad I'm no dev...

charred tinsel
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might be related tho

native glacier
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Pretty confident it is

native glacier
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@charred tinsel , Have you looked into eventually converting your main menu theme replacer mods into an all-in-one variant using Audioware?
Could then bypass the 2min and some seconds limit if you can also make it get rid of both vanilla V and character creation themes. The latter of which could still be set to play on a fading loop (like vanilla does) after initial one has actually finished playing entirely (or with optional fading as well)

charred tinsel
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yea, i did had a look at that ๐Ÿ˜„
BUT ...

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the sound is bad ๐Ÿ˜

native glacier
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Uh, how so ?

charred tinsel
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at least 20% lower

native glacier
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Interesting

charred tinsel
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does not have the same volume
my mod vs Audioware

native glacier
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Meaning the game might be applying normalizing logic in its engine then

charred tinsel
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i am missing quite a few good decibels there

native glacier
native glacier
charred tinsel
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got nothing to do with wkit ... as i used the same file that i've done it with wwise

native glacier
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Should be an "easy" thing to get improved by Roms though, doubt it's anything else than gain

charred tinsel
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increasing the gain ... distorts the sound ... quite badly

native glacier
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Shouldn't if done properly, clipping is sign something isn't handled correctly

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Otherwise you wouldn't have the standalone version sounding louder without clipping

charred tinsel
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is not clipping ...
if i got the time, i'll redo it tomorrow and show you what is all about

But then, from an archive mod that has no dependencies ... jumping to 5 ... not quite ideal

native glacier
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What you call distort can only be clipping

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You're in digital environment, distortion only can be achieved with discrete hardware components

charred tinsel
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is not ... i know what i mean ...

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is not crackling either

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its "laggy" ... sounds more appropriate

native glacier
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Curious to listen to it eventually

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Interesting topic and potential roadmap item for Roms

charred tinsel
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indeed it is ...
like said it before ...
love the innovation ... and i don't hold back ...
i follow the GitHub since February (i think)
so yea ... i do look forward to it

native glacier
charred tinsel
native glacier
charred tinsel
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totally agree with you ... but doing all 30+ in one mod for you to choose from, means that you have to restart the game to hear for that sound ... not quite ideal ... IDK ๐Ÿ˜•

native glacier
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  • bypassing the limit (biggest win zs it's frustrating when it fades something you'd want to listen to entirely)
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Not quite ideal but limit bypass balances it out imo

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Though, as always with me, just sawing idea seeds (many of which modders already have had, as demonstrated here ๐Ÿ˜…)

charred tinsel
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hmmm ... yes and no
i'll probably test the waters again a bit later ... as for now, 5 dependencies are putting me off

native glacier
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Understandable ๐Ÿ˜‰

charred tinsel
#

literally, since 1.3 .... main menu music has not changed ....
hence, why "fixing" something that works?
i do get that you can use any length song and that ... but still

native glacier
#

From 1.0 even, iirc

#

Because one can ๐Ÿ˜œ no but seriously I do get your point. It'd be mostly nitpicking to actually want/need that, better spend time playing than browsing main menu

#

Hope adding dependencies won't be of too much concern for New Dawn though, whatever you might be cooking for it

charred tinsel
#

waiting for Codeware, need some new types implemented ... but what can i do?
when is ready, is ready ๐Ÿ˜

native glacier
#

Looking forward to it anyway, no rush

charred tinsel
#

me to ...
i feel sorry that i released it so soon ...
i taught that i will have those types sooner ๐Ÿ˜

native glacier
#

Don't fret it, at least you haven't canned it out of spite, so thanks for the longest anticipated surprise discovery mod ๐Ÿ˜‰

charred tinsel
#

well ...
you're welcome ....
but still ... to soon
i was to excited for it ๐Ÿ˜
Sorry again!

winter hare
#

I want to know the trigger for sound playback in the audio ware developed so far.

merry hearth
winter hare
#

It's still not possible to make sounds play specifically when firing a certain weapon or during weapon switching, right?

winter hare
merry hearth
# winter hare

that being said if u're comfortable with Rust and Redscript, u're welcome to contribute on Github ๐Ÿ™‚

winter hare
#

I'm sorry... I'm not familiar with scripting; I just dabble in amateur Photoshop and some material work...

#

It would have been really great if it could be linked with conditional statements in tweak data...

winter hare
#

TD?

winter hare
#

Is creating things like that what Audioware does?

winter hare
#

Where can I find the section under "prereq" in the tweak database?

merry hearth
winter hare
#

If specific conditions are met -> sound is played / this kind of functionality doesn't work, right?

merry hearth
#

it's not that it doesn't work, it's that it's not implemented this way

#

that being said nothing prevents you from doing it yourself

#

basically using your own IPrereq + custom Effector

winter hare
#

Custom effector?

#

Is there an example of this?

merry hearth
#

basically you create your own class that extends Effector (or one of its descendants), then you simply play your sound (see audioware's guide).
don't forget to define it on your Effector_Record (or appropriate descendant) witheffectorClassName

winter hare
merry hearth
winter hare
#

Ummmm..sorry...I searched in the following area, but there are no results.

merry hearth
merry hearth
#

if u want to keep talking about effectors, let's move to private msg (feel free to reach me out) because this thread is supposed to be dedicated to audioware's feedbacks, not Redscript scripting or game systems ๐Ÿ™‚

random forge
#

@merry hearth yo, I tested the version 1.1.1 from the repo you've updated few hours ago and it's still doing CtD on exit

merry hearth
#

tested on my side with Addicted, ShitHereWeGoAgain, AndroidMalfunction and Slaughtomatic installed
both in debug and release modes

random forge
merry hearth
#

a player told me he still has the bug but i don't, it's actually hard to reproduce

merry hearth
random forge
# merry hearth any particular steps you took when testing?

I made few test functions to test Play() and Stop() from AudioSystemExt.
First one was without optional arguments, and each consecutive was with one more opt arguments.

In testing procedure I loaded the save, triggered test function, waited a bit and reloaded. Play() functions with up to 3 arguments passed the test. 4th function was the one mentioned above. Same procedure as before and it crashed. Here I reloaded the save, played it again and used Stop() on it and hit load save. Still crashed.

I tested few variants of settings but same outcome on reload.

merry hearth
#

you can reach out to me in dm too, if there's need to share more details or code samples

merry hearth
#

ok i got it too, i'll investigate thanks

random forge
winter hare
#

I intended to register a sound in Audioware through this file and then play it via the tweak database. Will this redscript work?

merry hearth
winter hare
merry hearth
#

that's something i'd have liked to do too

winter hare
merry hearth
merry hearth
#

it's not really any different than playing a vanilla sound with the vanilla AudioSystem ๐Ÿ™‚

winter hare
winter hare
#

Will this code work for a specific status effect?

winter hare
merry hearth
# winter hare

if u look at the guide and Ext.reds in the files, there's no PlaySound method.
have you tried with Play ?

winter hare
#

audioware.PlaySound(StringToName("mimicry_2")? this part?

winter hare
#

ah, my audio ware problem

winter hare
merry hearth
#

Hi guys @random forge @winter hare @charred phoenix @edgy skiff (and the other ones that I forgot to mention) i'd like some feedback from the commu:

I'm working on next release for audioware and @arctic kettle discovered some confusion during their tests when using spatial emitters : currently audioware allows multiple mods to use the same emitter independently as long as it has been previously registered by any mod. That also creates some confusion since basically the first mod which registers the emitter is the one that dictates which EmitterSettings this emitter will have for the rest of its lifetime (these are not dynamic and can't be changed at runtime).

So, first and foremost my question is, would you expect:

  1. that only one mod can register and use an emitter at a given time ?
  2. that only one mod can register but multiple mods can use it afterwards ? (as of currently)
  3. that each mod can register an emitter with different settings and use it independently ?

Please bear in mind, especially if you're about to pick 3. that spatial emitters handles are limited to 32: this value can be increased on plugin initialization (can't be changed at runtime), but using a large number of emitters simultaneously will necessarily negatively impact performances (and potentially leads to audio artifacts).

native glacier
#
  1. But Player should have control in mod settings as to which one it should be ?
    Just a user opinion (sorry if that's stupid)
random forge
pallid topazBOT
merry hearth
#

took notes, I'll see if this is doable ๐Ÿ‘Œ

#

if other pep's want to voice their choice out, please do

merry hearth
fervent gate
charred phoenix
merry hearth
#

the thing I can foresee, if picking 3 , is that people gonna use almost identical yet different params (especially distance) and exhaust all the resources, then come back complaining here risitas

#

that being said, let's see (your help in testing would fasten the process) maybe going for a hybrid approach would work.

#

something like ReserveEmitter which fails if some other mod already registered the emitter, while keeping the original behavior of RegisterEmitter to pair to (and use) the existing emitter if already registered.

#

keep in mind that, at its core, audioware has to synchronize each and every emitter's handle position in the world in a <= 10ms loop without degrading performance or creating audio artifacts, so pairing and reusing handles makes sense.

merry hearth
native glacier
charred phoenix
merry hearth
#

you're right

#

what I was the most interested to know from your feedbacks is whether people want a dedicated exclusive emitter that no other mod can use (at least for as long as it's registered), or if people are fine sharing emitters once the settings issue is settled down.

#

of course, on my side, reusing emitters is my preferred way since it allows you to do more while consuming less ressources.

visual vapor
#

our emitters

merry hearth
#

@visual vapor?

#

i didn't get it lol

visual vapor
merry hearth
#

indeed now that i can see bugs bunny and the symbols on a larger screen it makes more sense lol

merry hearth
#

Hi everybody and merry christmas ! ๐ŸŽ„ Emoji_Sparkles cat_gimme
As much as I wanted to prepare a neat release for Audioware, I realize I don't have the capacity atm to test and re-verify everything and every mod that depends on Audioware (that I know of) on my own so instead of postponing another X months, I released a v1.3.0 rn on Github which you can already test and provide feedback for.
There are minor breaking changes in the Redscript API as you'll find out, but should be easy to fix.
If overall everybody is satisfied, I'll push it to Nexus. Otherwise, I'll fix what needs to be fixed to the best of my ability and time available.

#

p.s: there's now 2 kinds of build in the release.
the one stated as DEV_ONLY provides more red4ext logs and supports hot-reload.
the other one is the classic release build that would eventually be pushed to gamers on Nexus (no hot-reload and only essential logs).

merry hearth
#

๐Ÿ‘‰ follow-up: i've been reported an issue affecting release build, i be working on it.

merry hearth
#

๐Ÿ‘‰ I got a first positive feedback saying that patch 1.3.1 fixes the previously reported bug on release build, so I encourage more of you to give it a go

#

also wishing you all in advance a wonderful New Year's Eve ๐ŸŽ‰๐ŸŽŠ๐Ÿ˜Š๐Ÿฅ‚

merry hearth
#

๐Ÿ‘‰ 1.3.2 is available on Github and waiting for your feedbacks ๐Ÿ˜‰

merry hearth
#

Hi everybody!

โ„น๏ธ The audio engine on which audioware relies, kira, just got a big update 0.10.0 which brings more capabilities like e.g. reverb for spatial emitter(s). However, its API got some breaking changes and it will take some time before you get these available downstream in next audioware's version, so please be patient ๐Ÿ™

๐Ÿ’ In the meantime, do not hesitate to provide feebacks about latest 1.3.2, so it can make its way to Nexus with confidence.

Take care!

merry hearth
#

given the lack of feedbacks, I simply pushed 1.3.2 to Nexus and we'll see how it goes

#

btw some of you will have to update their mod too

merry hearth
#

hi everyone! audioware 1.4.3 is now live on Nexus ๐Ÿ˜€

#

this version brings a couple of minor fixes + the ability to have sounds played on audio emitters be affected by reverb & presets, happy modding!

#

kudos to @edgy skiff @native glacier and @arctic kettle for testing it ๐Ÿ’–

charred tinsel
merry hearth
charred tinsel
#

after reloading the save you can hear how song should normally be

merry hearth
#

ah ok i got it now

charred tinsel
merry hearth
#

thanks i'll look into it when i'll reinstall Cyberpunk, but u'll have to be patient, maybe in 1 or 2 months i'm on something else atm

charred tinsel
#

Is not something that i can reproduce 100% ... but it does happens 2-3 times a week

merry hearth
#

u're sure u're not just simply playing it twice? logs could simply be log rotation

charred tinsel
charred tinsel
merry hearth
#

audioware does not support radio

#

so what does it have to do with audioware then?

charred tinsel
#

well then ... being the only audio source, i was thinking is Audioware
i wasn't aware that Radio is not included ... when you say Audio Engine, that means all Audio, no ?

#

i mean ... everything being "filtered" trough Audioware

merry hearth
#

nope

#

I haven't added support for radio yet since RadioExt already provides it

#

and Audioware uses a separate audio engine from the game

charred tinsel
#

all good then ... have to dig deeper and see what is what

merry hearth
#

do u have both RadioExt and Audioware installed together?

charred tinsel
#

i do, yes

merry hearth
#

ok then u know where to ask

charred tinsel
#

๐Ÿ˜‚

#

wish me Luck

#

๐Ÿ˜„

charred tinsel
#

Preciate your time and answers tho
Thanks !

charred tinsel
#

Out of curiosity ...
Why Audioware creates 2 logs less than a second apart sometimes?

merry hearth
#

it really depends tbh ๐Ÿ™‚

charred tinsel
#

just seen it now wile clearing the logs and i think i know what/why is happening.
The Audioware log is coming on a bit later than the other logs and when Red4Ext is doing the rotation (since there is no new log ) it won't delete the old one ...
(i might be wrong)

merry hearth
#

I can't remember the details from the top of my head, but I can have a look after work if it's important

charred tinsel
merry hearth
#

as of the loading, i've actually considered making it asynchronous in the past, yet the author of Cyberscript reported me loading 796 IDs (btw each ID can be multiple sounds, e.g. for voices, onos) under 3.63 seconds so I deemed it unnecessary

#

especially adding asynchronous loading would add some overhead (it requires an async runtime), so i haven't given it any afterthought ever since

#

i can reconsider it at a later point, when people will start having thousands of sounds defined with audioware, but for now it's probably overkill

#

that being said, audioware already runs on a separate thread, so it's not blocking the game's when it launches

merry hearth
#

not trying to say that it's a marvel of engineering ๐Ÿ˜„ but it's not the most naive either ๐Ÿ™‚

#

as a side note (including to future myself risitas ) i'm not actually sure async would bring such a boost in performance because some steps have to happen sequentially and the other ones are already parallelized where possible.

charred tinsel
#

oh, hell no ... i wasn't "moaning" at all (sorry, i couldn't help it ๐Ÿ˜„ )

was the curiosity on why there are 2 logs when i have it set to 1 on rotation ( don't need 75 logs in there - 15 mods x 5 logs each ) ... BUT, you can do it yourself from within Audioware, make an interrogation to look for logs at start, if found - delete the, if not create a new one

either way, i cant be fussed about it ... but what i was trying to do, it seems that it cant be done, due the fact that Audioware starts a bit later than the game

I was trying to make the audio starting with the game, go trough all loading and main menu ...
so yea ... these were all the reasons behind my questions.

Thanks for taking the time to answer to my query, 'preciate it!

merry hearth
#

then it needs the time to parse the YAML files and do some pre-validation

charred tinsel
#

yea, seen that myself

#

well, no luck then
wanted to try something "new" for once ... but is still not possible (yet)

#

works after Cyberpunk logo splash screen which i assume that is when Audioware gets into play

merry hearth
#

it's not a limitation of Audioware, it's the same for Codeware, TweakXL and basically all RED4ext plugins out there ๐Ÿ™‚

charred tinsel
#

well then ... i am cooked ๐Ÿ˜„

merry hearth
#

sorry about that, I know what it's like ๐Ÿ˜…

merry hearth
charred tinsel
#

you don't have to apologize ... i didn't knew what are the limitations
but, i just found out

merry hearth
#

the only thing that would be possible would be to have specially defined sound that would be basically parsed and validated before all the others in one-go but it has its own quirks by definition

charred tinsel
#

what intrigues me tho ...
whatever i do, i cant replace the Main Menu Theme using Audioware ... either i am stupid, stupid ... or is not possible

merry hearth
#

the problem with allowing to define it this way is that it would be great for a unique mod, but I can't prevent multiple mods to define it this way, I don't know if you picture the issue

charred tinsel
charred tinsel
merry hearth
#

yeah I actually wanted to replace the intro music with a cartoon one for fun last year

#

but there's a general problem when defining unique things (not in Audioware but in general) and this includes sounds replacements, a feature that i was requested a dozen of times

charred tinsel
merry hearth
#

Audioware could already replace some audio by swapping them on the fly but the problem with this feature is which sound do you pick when e.g. mod A, B and C all want to replace the same sound with a different one each?

#

the only viable option, that i might implement later on, is to use Blackboard, which act like a global

charred tinsel
#

you think that will work?

merry hearth
#

it already works, this is how you can define reverb already

charred tinsel
#

i mean ... it could (in theory) ... but, people are people ... they want theirs to be 1st

#

oh, hang on ...
got it wrong then

merry hearth
charred tinsel
#

sit a while and listen

#

hmmm
how about a menu for it (Mod Settings or whatever) where you can have like 20 sounds and you can choose which one to play, would that be somehow more feasible ?

merry hearth
#

this sounds feasible, but it would still kick-in slightly after Cyberpunk logo splash screen

charred tinsel
merry hearth
#

ah sorry I didn't realize we jumped talking about Breach Screen ๐Ÿ˜‚

charred tinsel
merry hearth
#

you can already do it for Breach Screen rn I'd say, it's already up and available by then I think

charred tinsel
#

yea, i got the point ... what i wanted to do, is not possible due the limitations that are out there
what i was saying, i was trying after to do the Breach Screen/Main Menu one ... to be able to play the whole song
and i repeat ... either i am stupid, stupid ... or is not possible
๐Ÿ˜

merry hearth
#

just define it as a music and test to play it as soon as Audioware is ready

charred tinsel
#

do you have a template or something ...

#

as the info on wiki is quite vague, i would say

merry hearth
#

the wiki could be rewritten in simpler terms, but it has all infos already including YT video showcases

charred tinsel
merry hearth
#

you would listen with Codeware for the menu spawning and play your song with Audioware (in Redscript or Lua)

charred tinsel
merry hearth
#

I might even have an example somewhere, hold on...

charred tinsel
merry hearth
#

in 10 minutes I have to head off for work though ๐Ÿ™‚

charred tinsel
#
class MyService extends ScriptableService {
  private cb func OnLoad() {
    GameInstance.GetCallbackSystem()
      .RegisterCallback(n"Resource/Ready", this, n"OnMenuResourceReady")
      .AddTarget(ResourceTarget.Path(r"base\\gameplay\\gui\\fullscreen\\main_menu\\pregame_menu.inkmenu"));
  }

  private cb func OnMenuResourceReady(event: ref<ResourceEvent>) {
    let resource = event.GetResource() as inkMenuResource;
    ArrayPush(resource.scenariosNames, n"MenuScenario_NewGamePlus");
  }
}

that is all ?

merry hearth
#

yeah, and inside the cb func you just Play ur song with Audioware

charred tinsel
#

noh ... that is ink menu .. .to add tabs to main menu

merry hearth
#

just adjust the example for the menu u're interested in

charred tinsel
#

i'll give it a go and let you know the outcome