Project Zomboid

Project Zomboid

Sound Direction Indicator
176 Comments
Sam 12 Jul @ 2:55am 
Why does it not work with deaf trait tf
uzGus 19 Jun @ 8:16am 
followed the guide but cant make it work in 42, the game throws some lua errors, probably something changed in the way the script should work, tried the other visual indicator mods to no avail
WDMeaun 30 May @ 12:31pm 
Just for the B42 complainers. It's relatively easy to convert to B42 if you follow a simple 'quick' guide and remove the options. (couldn't be bothered to find proper reference documentation).
Split screen should also be relatively simple, if you read in a bit.
爸爸 11 May @ 6:26pm 
B42 plz orz
griffindox 4 Apr @ 3:56am 
is there a way for this to be utilized while playing split screen?
人菜瘾大铁混子 27 Mar @ 1:09am 
B42 plz orz
Viruana 22 Feb @ 9:36am 
Would be awesome to have this on B42 (:
赢一把就去学习 4 Feb @ 9:35pm 
Can you update to b42?
Sycamore 20 Jan @ 5:22pm 
Was this updated at some point recently? The visuals and stuff changed and if I'm being honest the mod is a lot worse now. The indicator looked so much cleaner before and worked much better too. I really dislike that getting right on top of a sound like a generator now puts this obnoxious flashing circle on my screen. I also hate that a running car displays the same color as a zombie. Could you please consider reverting back to the previous version? It was one of my favorite mods in part due to how well executed it was and now I honestly have to debate whether I even want to keep it.
Tethos 23 Dec, 2024 @ 10:20am 
Epic mod (please update). :happyecho:
Ryan 14 Oct, 2024 @ 12:46am 
For anyone who loves this mod. I found an improved version of this. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3141868620&searchtext=
Jarrod 11 Sep, 2024 @ 1:22am 
@strelok I really like that idea, I second it
Strelok 5 Aug, 2024 @ 8:02am 
Any chance to have it only for zeds that we can't see?
NikiSm 19 Jun, 2024 @ 2:52am 
I may be wrong, but I get a ton of errors after the mod lines. Exactly:
LOG : General , 1718752423644> 617 978 075> [SoundDirectionIndicator] IGNOREGENS=2 instanceofgen=false
ERROR: General , 1718752427980> 617 982 411> java.nio.BufferUnderflowException

Is there a connection between them or is the reason for another fashion?
Ġedryht of Wōden 11 Jun, 2024 @ 2:21am 
Is there an option to make this only work for zombies/hostiles? I don't treat a turned on television as some great emergency. I can also tell where it's coming from anyway without this mod.
It could also display text above a zombies head, rather then showing a wheel. Like making a zombie say *Bang Bang Bang*, "Uooarghh!" or *Growls*. Similar to a human talking or a TV.
There's probably already a mod for that though.
Ichinin 3 Jun, 2024 @ 2:58am 
Looks pretty cool!
durexpuss 29 May, 2024 @ 6:51am 
nice!:steamthumbsup:
Hrom_Shrom 20 Apr, 2024 @ 4:58pm 
What is the mod for dynamic surround sounds? Where zombies yelling, walking sounds, doors opening and so on.
Sphyrwa 15 Apr, 2024 @ 11:17am 
Can you add a fade/fade delay for the sound indicators, so they don't blink as much?
PMC_Zero 18 Mar, 2024 @ 1:39am 
The sound from generator cant' be ignore... pls help
Dr Dingus 21 Feb, 2024 @ 2:32pm 
i absolutely need this since i have broken headphones and can only hear out of one ear
chrisyowyow 14 Feb, 2024 @ 1:52pm 
Can this get a patch for Braven's Bicycles Redux? Its triggering just from having bike nearby
Sweet rolls 17 Jan, 2024 @ 8:04pm 
Thank you for your permission, the mod has been published. I wish you all the best. 👍
nolanritchie  [author] 17 Jan, 2024 @ 2:48pm 
Feel free to copy and fork it
Sweet rolls 17 Jan, 2024 @ 9:13am 
Hello ! Thanks for this mod, it's a must-have, for accessibility and environmental awareness in general. I took the liberty of modifying the mod, only the textures to be softer, less opaque, and the distance of the indicators from the player to better gauge the proximity of the sounds. I haven't modified the behavior of the indicators, as I'm not yet trained in LUA and wouldn't want to destroy your work. Also, I haven't seen any information about the modification and sharing rights you grant to third-party modders' modifications. So I ask you, should I fork and publish a "tweaked" mod? Should I submit my suggestions to you? Anyway, thanks again for improving one of my favorite games. I'll keep in touch. Sincerely, Mori.
Reid 13 Jan, 2024 @ 11:41am 
This is the best mod for perception, but it is a significant performance hit in populated areas.
ᛗᚨᚾᛞᚨᛚᛟᚱᛖ 8 Jan, 2024 @ 9:47pm 
Very good mod, I recommand
Ryan 14 Dec, 2023 @ 7:46am 
works flawlessly.
Killercloudj 16 Nov, 2023 @ 7:39am 
is it client side?
lhjh2088 10 Oct, 2023 @ 10:04am 
SoundvisualignoreGenerators is not working.

The sound will still be displayed when set to Yes.
Drayco84 3 Oct, 2023 @ 4:19pm 
I do have a suggestion as I've noticed the indicator blinks very fast and rather rapidly when it comes to sound. This can cause a problem for those sensitive to flashing lights, so is there a way to make them appear and then fade over a literal second or have them stay for a literal second? Thanks.
Bostson 7 Sep, 2023 @ 5:15am 
does it work for burglar alarms?
outstanding dog lily 1 Sep, 2023 @ 2:58pm 
Is this multiplayer compatible?
[GWJ]Baron_Of_Hell 22 Aug, 2023 @ 9:15pm 
This is working perfectly for me. Love the mod since I play with the sound off. Anyway I've been playing in debug mode and notice this mode is doing a lot of poling. That isn't a problem in of itself but I wonder if there is a performance hit?

Looking at the code there doesn't appear to be anything limiting the code from going off. So if there are say 100 zombies the code will run for each zombie multiple times per second. Plus the code doesn't actually check if the zombie is making a sound it just checks if a zombie exist. So every single zombie gets formula done on it to determine it's position along with world events that make sound which actually do have limits.

So if this is a runaway mod that will slow down your pc i suggest just limiting the code to something like one second, cutting the code from processing more than 10 zombies and/or making it so the code only goes off if the player is standing still for more than say 5 seconds.
Mute 17 Aug, 2023 @ 9:06am 
thank you for the vid i like it
Captain Tofu 10 Aug, 2023 @ 9:35am 
Been playing with that mod for a while now. This makes the game so much more intense, I love it
CandiedSkull 28 Jul, 2023 @ 9:15pm 
Wonderful mod!
Crimson 25 Jul, 2023 @ 3:27pm 
Absolute core mod and should be in the vanilla game in someway
Brutal Phase 17 Jul, 2023 @ 8:36pm 
does this conflict with any sound mods?
CristoElMago 5 Jul, 2023 @ 10:17pm 
I feel this mod would be a lot better if the marks are on the sides of the screen, far away from character but still visible
Trombonaught 4 Jul, 2023 @ 10:37am 
This has really improved the overall game experience for some players on my servers. Thanks for making the mod!

I have noticed a bit of increased lag around large hordes. Would it be possible to remove the print line below as WolfShine indicates? I would remove it myself but that doesn't help the MP issue
toxinomic371 11 Jun, 2023 @ 4:06am 
blind in real life? pick the blind trait from another mod and install this one to
WolfShine 4 Jun, 2023 @ 12:02am 
@separat.mn
Try this:

Comment the print on line n.133 on SoundDirectionIndicatorMain.lua

print("IGNOREGENS=" .. tostring(SDIGetOption("IGNOREGENS")) .. " " .. "instanceofgen=" .. tostring( instanceof(objsource,"IsoGenerator") ) )

this remove the spam from the logs and stop filling the console.txt file
separat.mn 3 Jun, 2023 @ 4:30pm 
Does anyone else have such lags when there is a lot of zoombies around?
Luingar 30 May, 2023 @ 9:12am 
@CristoElMago
I searched this trait out because of audio issues. It's an accessibility feature. They should add it to the base game
Mortal 21 May, 2023 @ 3:17am 
Pls disable indicator for working engine of car. Its more annoying then helpfull. But mod is god tho
CristoElMago 24 Apr, 2023 @ 9:47am 
Maybe this will fit better in a high-cost trait, hence as is contrary to deaf it should cost 10 to 12 points. That will help with the OP feature LOL
jtgibson 22 Apr, 2023 @ 5:58pm 
I've been playing with this mod for a couple weeks (fantastic mod, BTW!) and I've come to the conclusion that it's a little bit overpowered. Oftentimes while I'm engaged in a task, an indicator might pop up even though the real human in the computer chair didn't hear any sound at all. I turn around and there's a zombie who managed to sneak up to medium range, who otherwise would have easily gotten up to close range in the middle of all that hammering (etc.).

Here are a couple additional sandbox options that would be great, IMO:
jtgibson 22 Apr, 2023 @ 5:57pm 
1) A boolean option for "distance-square law", which uses the square of the "volume percent" of the sound to determine the probability that the indicator is not produced. For instance, if the volume of a sound is 1% of maximum at its current range, then there's only a 0.01 * 0.01 (= 0.0001 out of 1.0) chance that the indicator will be produced. If the volume of a sound is 5% of maximum (0.05), 0.25% (0.0025) chance. 10% of maximum (0.1), 1% chance (0.01). 50% of maximum (0.5), 25% chance (0.25). etc.
jtgibson 22 Apr, 2023 @ 5:57pm 
2) A (configurable) range limit. The original purpose of the mod was to reveal which door a zombie is hiding behind, which is generally only an issue at very close range. However, it's currently sensitive enough to reveal zombies standing still inside houses even when you're on the street outside the house. Even very loud distant sounds would still be omitted by the range limit, because loud distant sounds are actually quite hard to localise. The (configurable) range limit could be configured as low as 10 to 15 tiles for realism, with a sensible default of 80 tiles or so.