Barotrauma

Barotrauma

Soundproof Walls
598 Comments
toilet 7 Jul @ 5:06pm 
Amazing mod!
Kalen 2 Jul @ 1:32am 
You would make me a happy man. I´m doing a sort of exploration playtrough with the whisper submarine on the workshop and am trying to just observe the wildlife around europa watching them trough the cameras. Killing as little wildlife as possible. But if everyone is trying to gang up on my flimsy metal tube then that makes life quite hard. Such an option would make my life so much easier lmao
Plag  [author] 1 Jul @ 7:32pm 
@Kalen - That's a great idea. I'll see what I can do about adding that as an option in the coming update.
Kalen 1 Jul @ 5:30pm 
Is it possible to modify the sound detection range of the sub towards enemies? And if so what options would those be?
Plag  [author] 26 Jun @ 12:59pm 
@Nexi - See the first answer in the FAQ:
"Q: Why can't I see the menu? / Why isn't the mod working?
This mod requires client-side Lua to be installed, which is different from just subscribing and enabling it. Follow the instructions in the Lua For Barotrauma mod description."
Nexi 26 Jun @ 12:49pm 
ive downloaded the mod and loaded it at the top of my list yet no muffling or even the settings/options button shows up
Banjo 22 Jun @ 9:57am 
Thank you for the update on that, and no worries. I'm bad with computers so I wouldn't be able to do it myself. I broke a programming thing with instructions so bad the instructors didn't know what I did.
Plag  [author] 21 Jun @ 5:21pm 
@[95th] Phantom Civet - I am unable to replicate the issue you were having with the lighter. Honestly it might just be a coincidence. Sometimes Barotrauma just doesn't want to play short sounds in quick succession. It can depend on your system and its available resources.
Plag  [author] 21 Jun @ 5:10pm 
@Banjo - Sorry, not yet :(
The 2.0 update that fixes it is still being worked on. I underestimated how much time it would take me to polish features and add 100 new settings to the menu. Apologies for the delay! It is possible to compile the code on GitHub yourself if you want early access, there are instructions on the page:
https://github.com/Plag0/Soundproof-Walls
Banjo 21 Jun @ 4:10pm 
Hello, has this mod been fixed for Mac yet? Just want to know before I download.
[95th] Phantom Civet 20 Jun @ 2:06pm 
i'm not sure whats going on, but i use Immersive Ignitable and I added soundproof walls in the middle of a campaign save. the lighter for that mod makes sounds when used,and i noticed some of the flicking sounds don't play sometimes when i used the lighter. This didn't happen before I installed Soundproof walls.
CMD 8 Jun @ 2:51pm 
Обнаружил, что опция "Приоритет звука удаленных объектов" вызывает щелчок (аудиоартефакт) при остановке вращения турели. Отключение этой опции полностью решает проблему.
ouppy 26 May @ 4:50am 
@Plag thank you kindly ^^
Plag  [author] 25 May @ 9:22pm 
@ouppy - You can use the "Sound Volume Multipliers" setting to change the volume of any audio in the game, modded or vanilla. I believe there's an entry for "explosion" already included, just change the corresponding value to control the gain multiplier. I believe all monster sounds are in a parent folder called "character", so just add that part of the directory to the volume multipliers list and then you'll be able to control that too. See the last answer in the FAQ for more details.
ouppy 25 May @ 4:38pm 
@Pugz turning up the muffled sound volume helped with that, def think a separate slider for explosion volume would be nice though, monster volume would be useful too
Plag  [author] 24 May @ 7:50pm 
@Just a Floating Eye - Yes, put two empty quotation marks (an empty string: "") in the "Bubble Ignored Names" list. I'll put a more user friendly option in next patch.

Also, I don't know if this is relevant to your friends' experience, but it's worth noting that the infamous bug that caused the water sounds to get stuck looping forever has been fixed. This was a common reason people found it annoying. Also, you can use the inbuilt "Sound Volume Multipliers" text box to control the volume of these sounds (and all other audio in the game).
Plag  [author] 19 May @ 7:46pm 
@Bone Hed, @oda - Sincerest apologies to Mac users. I'm aware of this issue and it will be fixed in the next update.

If you're looking for a solution now, I just put up some instructions on the GitHub page on how to build and use the unreleased version of the mod. Only the host of your session needs to follow these instructions (works for all platforms). Here is a link to the GitHub page with the instructions: https://github.com/Plag0/Soundproof-Walls
Also, please note that this unreleased version is incomplete and may contain various bugs and missing features. If you experience any issues, you can change the "Effect Processing" setting to "Classic" for a similar experience to the current version.
oda 19 May @ 2:11pm 
this mod is still broken for mac users unfortunately :steamsad:
Bone Hed 19 May @ 1:10pm 
Since the last update or two, this mod breaks Lua and the mods that depend on it for Mac users. One of my campaign players lost his ability to play with us. I wish I could provide details from the error log but he didn't send me one. He could not join the server at all, and would get sent back to the menu. The console said that Soundproof Walls failed to load something and that Lua shut down completely. We reinstalled Lua on his machine multiple different ways and this did not resolve the issue. Removing Soundproof Walls from our campaign's load order let him play with us again, and also fixed major performance issues and frame drops he was having before the update broke this mod completely for him.
Plag  [author] 12 May @ 12:46am 
@rxleurn - That's not a feature at the moment but it's a cool idea. I'll make note of it for future.
rxleurn 12 May @ 12:10am 
does this mod also simulate scratching noises on the outside? i swear i thought i heard something when gliding along the wall, but if there isn't i suggest you try adding something like it
Plag  [author] 10 May @ 10:11am 
@rxleurn - Thanks for the feedback! Try removing "pump" from the "Water Ignored Sounds" list.

As for the hydrophones - absolutely. That’s actually something I’ve wanted to add for a while, and I’m working on it now.
For anyone curious, the reason it hasn’t been a simple feature to implement in the past is because the game only supports one muffle buffer. This means a sound can only switch between two stored states: muffled and unmuffled, with no in-between. (This is also why suits aren’t muffled in this mod.)
However, that will change in the next Soundproof Walls update, which introduces two new (optional) processing systems - one of which allows for dynamically simulated audio, like reverb based on room size.
For the hydrophones specifically, this means a bandpass filter and distortion can be applied to give a radio-like effect, which should sound much less distracting.
rxleurn 10 May @ 5:44am 
can you make the hydrophones sound a little more inaudible? its really weird hearing my turrets as clear as day.

and another weird thing is that active pumps can also be heard very clearly through walls and it scares me cause it makes me think theres a leak
Plag  [author] 9 May @ 9:43pm 
@Chasquis - That's very strange. Load order doesn't matter in this case because no items are being overridden (no XML files). What happens if you put an empty string ("") in the ignored sounds list? This ignores all audio in the game.
If you're interested in going further, you could try building the unreleased version of Soundproof Walls from the GitHub page, however, this is fairly advanced if you're not familiar with the process.
Chasquis 9 May @ 8:33pm 
Back again after some more testing. The drop pod mod just does not respect Soundproofed Walls I guess. After testing to make sure the ignore sound boxes worked at all, I did what I should have done from the jump and tested to see if Enabling or Disabling the entire SW mod would allow the boardingpod to make noise. It didn't. So by repeatedly swapping the order of the same two mods, and turning SW on and off again, at some point I got the Helldivers mod to make noise while running at the same time as SW! With all the lowpass filters and pitch adjustments applied to it, but it was working!

And I didnt get it to work again after rehosting. Just bizarre. The (briefly) succesful order was Hell after SW. Thanks for your time and the mod again. At this point I'm more curious about what could be causing this than anything, and am scratching the pod mod from my list.
Plag  [author] 9 May @ 8:24pm 
@Demonic Mop - Yes, add the name of the folder instead. If it's a generic name like "sounds" I recommend including the previous directory. For example:
"3153737715/sounds/"
Demonic Mop 9 May @ 8:30am 
Is there a way to add an entire folder of modded sounds to the Ignored Sounds list, I can do each sound individually, but just want to know if I can just add the entire folder
Keylon1902 8 May @ 1:44pm 
Кто видео озвучивал гений
Plag  [author] 6 May @ 7:32pm 
@Chasquis - You would probably want to add the sound to the "Ignored Sounds" list to ignore it entirely. Make sure you're inputting a valid segment of the sound's filename, verify this by looking in the mod's files.
Chasquis 6 May @ 4:34pm 
Absolutely elite mod, thank you plag. Im trying to figure out why it stops me from hearing the noise made by a Helldivers 2 boarding pod mod that plays the drop music when you launch a boardingpod. I tried ignoring the sound in different categories of the settings (walls, containers) but I cant quite fix it.
Oniii 30 Apr @ 10:57pm 
Thanks lol, glad you liked the idea too. Also thank you for at least taking the time to consider implementing it ~ can't wait to *hear* it when it (maybe) arrives!
Plag  [author] 30 Apr @ 9:39pm 
@SilentOni - That's a funny idea, I like it. I'm not sure if I can cram it into the coming update, but I'll definitely make a note of it for future.
Plag  [author] 30 Apr @ 9:34pm 
@BlueLynx - Oh nice, I didn't think anyone would build the unstable version. Yeah, I just pushed v1.8.0, which should be working much better and includes features like dynamic sound occlusion and reverb for the dynamic processing mode. There are also a few config settings to play with, accessible by editing the file and then reloading Lua (I recommend leaving "MaxSimulatedSoundDirections" at zero because the feature isn't working very well right now). Let me know if you have any questions or feedback :)
Oniii 30 Apr @ 1:16pm 
Hey plag - love the mod! being new with my friends the local voice soundscape makes it super challenging and fun lol. There is one feature i have a question about though ~ The sound of someone trying to talk while underwater w/o a mask/suit on so all you hear is *muffled bubbles* even over the radio xD. I'm not sure how mod creation works but one of us recently got into gene's and figured out they could get infinite husk infection but also found out they cant make any noise period...

Would it be possible to sort of replicate this 'method' of replacing local/radio audio for a user with husk infection? To make it so that when they try to to talk to people it instead just plays husk sounds for comedic effect? :v
Aubergine Man 30 Apr @ 8:27am 
Are any of the new features working yet on the github repo? When I last built it (v 1.5.0) the game wouldnt have any sound except for the music and either freeze immediately or crash after a few seconds after starting the round when using any processing mode that wasnt classic.

I would love to try them out
Plag  [author] 25 Apr @ 2:18pm 
@Third - I appreciate your patience :) I've realised that I'm pretty bad at estimating completion times. I tend to get carried away with little details and misjudge how time-consuming other things can be - expanding the menu and text files to support 40 new settings has been a pain. Progress has been good though. Hopefully, I can pull a few more all-nighters and get it done, but no promises.

For anyone wanting to preview some of the changes, you're welcome to check out the GitHub repo: https://github.com/Plag0/Soundproof-Walls
Though I wouldn't recommend building the project for personal use yet. The code I'm pushing still has a lot of issues and is missing functionality.
autumn 25 Apr @ 9:43am 
👁️🫦👁️ patiently waiting for that big update
Axiolot T4T 16 Apr @ 5:34pm 
wonderful, thanks. great mod btw
Plag  [author] 16 Apr @ 5:30pm 
@Axiolot, @Acetango - Yes, sounds heard through the hydrophones keep their directional values.
North 16 Apr @ 5:10pm 
@Axiolot - I believe it is. It's been a minute since I played but I swear
Axiolot T4T 16 Apr @ 3:36pm 
is the hydrophone directional? as in i can hear if a creature is above or below and not just if its close
Plag  [author] 14 Apr @ 12:26pm 
@Daniil - Just replied to your post about this in the bugs discussion. If it was working fine on mac previously then it should be fixed soon :)
Daniil 14 Apr @ 10:08am 
A strange observation is that I had soundproof walls working on mac os, it stopped working after the last update of the game, and it causes the error Could not load file or assembly 'MonoGame.Framework.Linux.NetStandard, Version=3.7.0.0', will it ever be fixed?
HeCtIc LETHAL 10 Apr @ 11:13am 
Works well now, appreciate the quick work.
Plag  [author] 10 Apr @ 10:19am 
Soundproof Walls has been updated to work with the latest version of Barotrauma! Special thanks to @HeCtIc LETHAL for being so quick to report the problem.

For anyone curious, the Soundproof Walls patch I mentioned in an earlier comment is still in development and should be ready by next week! This update brings a ton of polish and bug fixes, along with a wide range of new optional features and improvements - including dynamically calculated muffle strength, sidechaining for loud sounds, simulated reverb, and much more I don’t want to spoil just yet.
Thanks so much for the continued support, everyone! :)
Roisca 10 Apr @ 9:54am 
it still worked for me lol
HeCtIc LETHAL 10 Apr @ 8:42am 
Did the new update stop this mod from working? I have Lua and it was updated for the new update but this mod stopped working after the update, the settings for real sonar show but it seem that the settings and functions for this mod aren't activating.

Deleted and re-posted comment with update:

I read the comment below about updating the mod after the spring update, looking forward to it. Funny having a hammerhead smash into the bridge and my crew hearing me panicking and drowning.
Plag  [author] 10 Apr @ 8:36am 
@HeCtIc LETHAL - Working on the fix now!
Paddles 22 Mar @ 8:24pm 
If there was ever a mod the Devs should implement into vanilla it's gotta be this one.
Plag  [author] 20 Mar @ 7:32pm 
@Bone Hed - Hmm that's a new one. I can't say for sure if your issue is caused by Soundproof Walls, but if it is, it's very likely to be fixed in the next update.
The next patch for Soundproof Walls has thousands of code changes compared to the current version, so you can expect many new fixes and improvements.
I might wait for the Barotrauma spring update to release it, but either way it should be coming soon.