Barotrauma

Barotrauma

Soundproof Walls 2.0
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Update: 24 sep om 23:53

Version 2.0.5

  • Dynamic mode: Fixed a bug that occasionally prevented OpenAL effects applying to sounds on their first tick. This is a complete solution for the workaround added in v2.0.4 which has now been reverted as it was unsatisfactory for certain sounds containing high amplitude starting samples, like the chaingun shot sounds.
  • Dynamic mode: fixed a bug that caused the indoor reverb bloom feature to trigger for loud sounds regardless of their muffle strength.
  • Fixed a bug that allowed only one active XML status effect sound to update its obstructions, causing sounds like the diving suit and alien artifact loops to become stuck at a specific muffle level.
  • Fixed a bug that caused streamed audio from item components, like the jukebox, to reset back to the start when moving out of range.
  • Added "artifactholderloop" to the list of "XML Ignored Sounds" in the Advanced tab. This allows for the artifact holder sound to be obstructed and muffled despite it having a dontmuffle="true" tag in its XML file.

Update: 18 sep om 14:21

Version 2.0.4

  • Dynamic mode: Fixed a delayed crash related to the loss of the OpenAL context object. Caused by disconnecting or switching the output audio device.
  • Dynamic mode: Implemented a workaround for muffled sounds occasionally taking 1 tick too long to register their effects in high load situations. This would occasionally create a sharp "cut" or "pop" when a muffled sound started playing.
  • Improved the defensive nature of some functions to better guard against edge cases and errors.

Update: 14 sep om 16:32

Version 2.0.3

  • Fixed a crash related to OpenAL "Invalid name" or "Invalid value" errors.
    This was caused by a race condition between the main thread and a background thread for fading out sounds when disposing.

Update: 13 sep om 22:16

Version 2.0.2.1

  • Hotfix to correct a missing line of code.

Update: 13 sep om 20:34

Version 2.0.2

  • Increased the range that sounds and voices can be heard underwater.
  • Added an option to control the range of sounds and voices underwater called "Outdoor Sound Range" (General tab).
  • Added a unique distance attenuation system for underwater sounds that gradually rolls off the channel's dry mix, leaving only the wet reverb mix when further away. This is similar to the reverb effect from the game Peak. Note: Requires Dynamic mode's reverb effect - and directional voice chat in Barotrauma's settings if you want this effect to apply to voices.
  • The reverb effect on sounds outside now decreases smoothly with the gain of the channel.
  • Added an option to toggle the directional radio proximity chat - "Directional Radio" (Voice tab).
  • The drowning bubble sounds for radio will now mirror the radio's directional setting.
  • Added an option to control water ambience volume for spectators - "Spectating Water Volume" (Ambience tab).
  • Added an option to allow players controlling turrets to hear local voice chat near their character when using "Focus Target Audio". This option is called "Hear Voices On Turrets" (Voice tab).
  • Added an option to control how quickly voice chat starts fading out with distance - "Voice Distance Falloff Start" (Volume tab).
  • Spectators can now hear the static from distant radio proximity chat.

Bug Fixes
  • Fixed a bug that could cause rapidly fluctuating ambience levels to crash the game.
  • Fixed the "Max Playing Sounds" setting allowing users to set its value above 140, causing a crash.
  • Fixed voice chat not being attenuated correctly with distance when directional voice chat was disabled in Barotrauma's settings.
  • Fixed some minor issues with the networking that might have caused problems when syncing settings on dedicated servers.
  • Fixed a bug that caused the volume of the drowning bubble sound for radio proximity chat not to decrease with radio range.

I'm still solving some crashes people have been experiencing. I encourage anyone who has crash logs or reproduction steps to make a bug report.

Update: 6 sep om 6:09

Version 2.0.1

  • The eavesdropping camera patch is now disabled when the "Eavesdropping Camera Zoom" multiplier is set to 1.0 (100%). This is to avoid forcing a default zoom on mods that alter the camera.
  • The default "Eavesdropping Camera Zoom" value has been changed from 1.15 to 1.0.
  • Fixed a potential division by zero and NaN error with non-looping sound ranges of zero.
  • Changed the wording of "Мониторинг гидрофонов" to "Анализ гидрофонов" in the Russian translation to avoid the text extending off the terminal UI. Credit to user "Locked15".

Update: 5 sep om 18:54

Version 2.0
Due to the huge amount of changes this update brings I am physically unable to fit them all in these patch notes due to Steam's character limit. Therefore, this list is largely simplified, and lacks many individual changes, such as the 200+ new menu options, value adjustments, and any small additions, details, or fixes.


    General
    • Muffling is no longer an on/off system. Regardless of effect processing mode, all obstructions are considered and combined for a total muffle value, which is then used to either meet a muffle threshold (Static and Classic mode) or translated directly into muffling (Dynamic mode). I like to call this muffle system the Obstruction system.
    • Thanks to the new Obstruction system, the nuance of volume and pitch settings have been dramatically improved. For example, settings like "Muffled Sound Volume" and "Unmuffled Sound Volume" are now interpolated based on muffle strength, so a sound that is 50% muffled would receive a volume multiplier in the middle of those two values.
    • Added Realistic Distance Falloff. This feature is an alternative to the vanilla game's OpenAL euclidean distance attenuation model, and instead uses the distance a sound travelled along its pathfinding journey to attenuate its volume.
    • Added Sidechaining. Sounds with sidechaining enabled, also called "loud sounds", reduce the volume of any non-loud sounds by a specified amount when they play. Loud sounds also compete with each based on the sidechain multiplier assigned to them. For example, an explosion and a gun shot are both considered "loud sounds", but because the explosion has a higher multiplier, the gun shot becomes reduced.
    • Greatly increased the vanilla limit of how many sounds can be playing at once - sounds aren't skipped anymore.
    • Volume, range, pitch, muffle strength, and sidechaining values can all be adjusted for each individual sound using the new Custom Sounds list, allowing for much more precise and elaborate mixing.
    • Non-looping AKA "singleshot" sounds, are now updated every tick like looping sounds. Allowing for them to react to effects, like becoming muffled while playing, or being cut off by sidechaining.
    • The requirement for the drowning effect in water has been adjusted. When wearing a suit, a player must have 10 or less oxygen in their lungs to start drowning, without a suit a player must have 95 or less available oxygen in the room to start drowning.
    • Added a new custom radio filter for voice chat, complete with distortion, compression, and static.
    • Added the ability for certain sounds to propagate into other rooms for a small muffle penalty. This allows impact sounds, like a creature banging on a wall, to be heard on the other side.
    • Removed the somewhat unpleasant white noise biome loops from the vanilla game.
    • Character and Prefab sounds are now included in the buffer reloads, previously these sounds always had the vanilla muffle buffer.
    • Reloading sound buffers is now much faster and displays a loading screen.
    • The vanilla exosuit sound is now muffled for the wearer by default.
    • The tag "spw_ignorehydrophones" can now be added to items with a Sonar component to avoid them receiving hydrophones.

    Added Static Mode
    Static mode represents an extension of the vanilla muffling system, where audio buffers are predominantly used to apply muffle effects. This means storing multiple versions of the same sound, one unmuffled and one muffled, and then switching between them when needed. This has a mild memory cost but is highly CPU efficient. Where vanilla and Classic mode store only two buffers, Static mode stores five: the raw unmuffled sound, a light, medium, and heavily muffled version of the sound, and a reverberated version of the sound. Note: this reverb effect is not as advanced as the OpenAL reverb effect from Dynamic mode, and due to it being baked into the sound, it's not applicable to looping sounds because the reverb tail and ensuing silence would be included in the loop.

    Added Dynamic Mode
    Dynamic mode represents a completely new method of applying effects to sounds. While vanilla, Classic, and Static mode use sound buffers, Dynamic mode uses the OpenAL Soft library packaged with Barotrauma to apply effects to sources in real-time. This uses less memory than the previous methods in exchange for a marginal CPU cost.
    • Dynamic mode uses a custom implementation of the A* pathfinding algorithm to more accurately find the shortest distance to sounds while collecting obstructions along that path. Static and Classic mode use a version of the vanilla game's DFS algorithm as collecting obstructions isn't as important with the reduced muffle variety these modes offer.
    • Added Sound Occlusion. This feature uses ray casting to check for direct line of sight with a sound. When this line of sight is broken the sound becomes slightly muffled.
    • Added Reverb. This feature is broken into three separate effects, "Indoor Reverb", "Outdoor Reverb", and "Hydrophone Reverb". All three of these effects are simulated using the OpenAL Soft Effects Extension and each one has their own unique characteristics and dynamic traits.
    • Added Distortion. This feature is broken into three separate effects, "Unsubmerged Distortion", "Submerged Distortion", and "Hydrophone Distortion". Like reverb, they are unique and also simulated by OpenAL.
    • Added dynamic muffling. One of the benefits of applying effects in real-time with OpenAL, is muffling doesn't have to be limited to a single frequency, like in vanilla/Classic mode, or a handful of presets, like in Static mode. In Dynamic mode, all the obstruction data this mod collects is used to apply unique muffle values that are fit for that specific situation.

    Hydrophones
    • Submarine engines are now audible through the hydrophones, including your own.
    • Added a unique distortion and reverb effect. Exclusive to Dynamic mode.
    • Added visual elements that indicate sound direction.
    • Disabled passive sonar information when using hydrophones.
    • Distant player voices and looping sounds can now be heard through the hydrophones.

    Eavesdropping
    • Added a subtle "creak" activation sound when eavesdropping starts.
    • Added a new ambient track that dynamically changes based on how much water is in the target room.
    • Added visual elements.
    • There is now a transition effect for eavesdropping - audio fades between the two hulls.
    • Added a vignette and zoom effect while eavesdropping.

    Bug Fixes
    • Fixed a vanilla bug that caused the largefire sound to cut off suddenly when moving out of range.
    • Fixed a vanilla bug that allowed the diving suit water ambience to play outside of water.
    • Fixed a vanilla bug that allowed some sounds inside the sub to "drift away" due to being attached to the wrong coordinates.
    • Fixed a bug that caused flow and fire sounds to be incorrectly muffled.
    • Fixed a potential issue that could've allowed non-admin users to lag the server by changing settings rapidly.
    • Fixed a bug related to reloading component sounds.
    • Fixed a minor memory leak caused by certain lists not being cleared.
    • Fixed a bug that could cause a crash if sound range was set below 100%.
    • Fixed a bug that prevented looping sounds from being unmuffled when added to the lowpass ignored sounds list.
    • Fixed a bug that could cause sounds to reload unnecessarily with certain setting configurations.
    • Fixed a bug that caused info about active channels to be dropped and re-generated with every menu close.
    • Fixed a bug that caused looping sound volume to taper off too early or abruptly pop into existence.
    • Fixed a bug that prevented Linux users from seeing the "Listening..." text when eavesdropping.
    • Fixed a bug that caused soundchannels to be disposed and recreated constantly near the of their range.

    Update: 10 apr om 8:49

    Version 1.1.9

    • Updated to work with Barotrauma version 1.8.6.2 (Calm Before The Storm update)
    • Removed the Lua For Barotrauma content package from the Steam Workshop requirements list. This was done to avoid the newly added warning messages, as many users now install Lua For Barotrauma using a method that doesn’t include its content package. To clarify: Soundproof Walls still requires client-side Lua, but no longer lists the content package as a requirement to avoid confusion.

    The Lua For Barotrauma update that came out with this version of Barotrauma made the internal switch from Harmony to HarmonyX, which fixed the following (previously impossible to fix) bugs in Soundproof Walls
    • Lua/C# mods that patch the TogglePauseMenu method (any mod with a menu button) no longer break the Soundproof Walls config variable. Previously, this prevented Soundproof Walls menu settings from updating in real-time, requiring a Lua reload to apply changes.
    • Lua/C# mods that patch the SoundChannel method no longer break the Soundproof Walls ViewTargetHull variable. Previously, this would cause all sounds to be calculated as muffled when the player was outside the hull they started in.
    • It is possible or even likely that the infamous "muffle on start-up" bug that could cause player voices to be permanently muffled when loading into a game was also fixed by this Lua update.

    Special update for those who read the patch notes
    Over the past three months, I have been working on an exciting new update for Soundproof Walls which I am hoping to release within the next few weeks. This update will bring a ton of polish and bug fixes to the mod, along with a wide range of new optional features and improvements - including dynamically calculated lowpass effects, sidechaining for loud sounds, and simulated reverb, just to name a few.
    I'll leave it at that for now. I just wanted to add this note as a bit of an update for anyone keeping up with the mod, and thank you for your continued support! Stay tuned :)

    Update: 10 jan om 5:41

    Version 1.1.8

    • Refactored the drowning system to hopefully fix a long-time bug that could cause the bubble sounds to become stuck looping indefinitely. Performance of this system has also been improved.
    • Slightly tweaked the minimum and maximum audio frequencies of the radio bubble sound to be more recognizable. Also reduced its volume by 30%.
      Tip: for those who don't know, the volume of any sound in the game can be manually adjusted using the "Sound Volume Multiplier" text box in the settings menu.

    Update: 5 nov 2024 om 5:09

    Version 1.1.7

    • Fixed a visual bug that caused the hydrophone switch to overap with the steering mode switch when the terminal had a mineral scanner.
    • Improved the Russian translation (Улучшен перевод на русский) - credit to @sworderz.
    • Added a new option to disable the hydrophone switch in the GUI called "Hydrophone Switch Enabled". For those who want to play without the feature.
    • Added a new option to enable muffling for diving suits called "Muffle Diving Suits". This setting is generally not recommended because the muffle effect will be too strong in most player's configurations.
    • The config file is now indented and more readable. Also improved how new values are stored in pre-existing config files.
    • Fixed some minor menu bugs and logic issues when muffling sounds with unique combinations of settings.