Barotrauma

Barotrauma

Soundproof Walls
 This topic has been pinned, so it's probably important
Plag  [developer] 8 Feb, 2024 @ 9:17pm
Configuration Guide
This guide lists all available settings and how they work.
Last updated November 6th 2024, v1.1.7

General Settings
  1. Enabled (toggle)
    Toggling this setting off will completely disable all functionality of Soundproof Walls. It is essentially the same as disabling it in the main menu.

  2. Sync Settings (multiplayer only) (host/admin only) (toggle)
    Soundproof Walls is a client-side mod, but by default your settings are synchronised with other players. This allows for easy group experimentation and keeps everyone on the same playing field. If you join a server that has syncing enabled, your local config will not be changed; instead, you will inherit a server config. If syncing is then disabled, all players will simply default back to their own configs.

  3. Talking Ragdolls (multiplayer only) (toggle)
    Allows players to speak and be heard while intentionally ragdolling. This has some functional uses, such as talking while being dragged by an underwater scooter. But mainly, this setting just allows for comedic dives down large flights of stairs. Disabling will mirror vanilla behaviour.

  4. Focus Target Audio (toggle)
    Essentially "moves your ears" to whatever your camera is locked onto and simulates all audio effects from that entity's POV. Most relevant when controlling turrets or looking through cameras. This setting is disabled by default because it can be disorienting not to hear your teammates when you man the turrets. You can compliment "Focus Target Audio" by disabling "Muffle Submerged View Target", which ignores being submerged, allowing you to hear clearly from a turret's POV.

  5. Lowpass Frequency (slider)
    Determines the lowpass filter cutoff frequency for most sounds and is the main setting for adjusting the overall sound of this mod. Note that adjusting this setting mid-round reloads all the sounds and will freeze your game (and your crewmates' if Sync Settings is enabled).

  6. Voice Lowpass Frequency (slider)
    Same as the last setting but for player voices. You don't have to worry about freezing the game because this filter is applied in real time.

  7. Sound Range (slider)
    Controls the maximum range of non-looping sounds with a multiplier.

  8. Voice Range (slider)
    Controls the maximum range of local player voices with a multiplier.

  9. Radio Range (slider)
    Controls the maximum range of player radio transmissions with a multiplier.

Volume Settings
  1. Muffled Voice Volume (slider)
    Sets the volume of player voices that are muffled for any reason.

  2. Muffled Sound Volume (slider)
    Sets the volume of non-looping sounds that are muffled for any reason.

  3. Muffled Component Volume (slider)
    Sets the volume of component sounds (engine, reactor, vents, etc) that are muffled for any reason.

  4. Unmuffled Component Volume (slider)
    Sets the volume of component sounds (engine, reactor, vents, etc) that are not muffled.

  5. Submerged Volume (slider)
    Sets the volume of all underwater sounds that the player is submerged with. If there isn't a valid path between the player and the sound, the muffled volume will be used instead.

Eavesdropping Settings
Note: Eavesdropped audio is not considered muffled, but all other audio is.
  1. Eavesdropping Bind (config file only)
    The button that must be held to eavesdrop. See valid mouse button and keyboard keys here.[pastebin.com]

  2. Eavesdropping Sound Volume (slider)
    Sets the volume of all sounds heard in an eavesdropped hull (excluding player voices).

  3. Eavesdropping Voice Volume (slider)
    Sets the volume of player voices heard in an eavesdropped hull.

  4. Eavesdropping Sound Pitch (slider)
    Sets the frequency multiplier of all sounds in an eavesdropped hull (excluding status effect sounds and player voices).

  5. Eavesdropping Max Distance (slider)
    Determines the maximum distance in cm a player can be from a listenable surface while eavesdropping. Listenable surfaces include doors, hatches, and duct blocks.
    You can effectively disable the eavesdropping feature by setting this value to zero.

Hydrophone Settings
Note: Sounds without a hull are not considered muffled when monitoring the hydrophones, but all other audio is.
  1. Hydrophone Range (slider)
    The additive range in meters applied to all sounds underwater without a hull. This setting also directly determines the range of underwater movement sounds.

  2. Hydrophone Sound Volume (slider)
    Sets the volume of all audio heard through the hydrophones.

  3. Hydrophone Sound Pitch (slider)
    Sets the frequency multiplier of all sounds heard through the hydrophones (excluding status effect sounds and player voices).

  4. Hydrophone Legacy Switch (toggle)
    Enables the old hydrophone switch logic of automatically flicking off when using active sonar, requiring it to be flicked back on after returning to passive sonar.

  5. Hydrophone Switch Enabled (toggle)
    Toggling this setting off will remove the hydrophone switch UI from the navigation terminal, disabling the feature. Requires a round restart to take effect.

Ambience Settings
Note: These settings specifically refer to the water ambience loop that can be heard playing at all times.
  1. Unsubmerged Water Ambience Volume (slider)
    Sets the volume of the water ambience when the player is not submerged.

  2. Submerged Water Ambience Volume (slider)
    Sets the volume of the water ambience when the player's head is submerged in water.

  3. Hydrophone Water Ambience Volume (slider)
    Sets the volume of the water ambience when the player is monitoring the hydrophones.

  4. Water Ambience Transition Speed (slider)
    The speed at which the water ambience loop transitions between the above volume presets.

Advanced Sound Settings
Note: When talking about "sounds" being in these lists, I am referring to the filenames. A fragment of a sound's directory/filename can refer to multiple sounds. An empty string ("") can be used to refer to all sounds.
  1. Sound Volume Multipliers (key-value text box)
    Allows the player to set custom volume multipliers for any sound in the game.

  2. Ignored Sounds (list text box)
    Sounds in this list will be ignored by all features of Soundproof Walls, except for the range multiplier setting.

  3. Lowpass Ignored Sounds (list text box)
    Sounds in this list will not have the lowpass filter applied but can still be pitched.

  4. Pitch Ignored Sounds (list text box)
    Sounds in this list will not have their pitch adjusted by Soundproof Walls.

  5. Wall Ignored Sounds (list text box)
    Sounds in this list will not be influenced by walls.

  6. Container Ignored Sounds (list text box)
    Sounds in this list will not be influenced by being stored in a container item.

  7. Water Ignored Sounds (list text box)
    Sounds in this list will not be influenced by the surface of the water, allowing submerged sounds to be heard from above the surface and unsubmerged sounds to be heard by players below the surface. Note: this setting does not cover the case of sounds and players both being submerged (see Submersion Ignored Sounds).

  8. Submersion Ignored Sounds (list text box)
    Sounds in this list will not be influenced by water transmission, allowing underwater sounds to be heard when the player's ears are submerged in the same body of water. By default, this setting is used to make creature sounds audible when the player is outside or in a flooded hull with the creature.

  9. Bubble Ignored Names (list text box)
    Entering a player's character name into this list will disable the drowning/bubble effects for that player. Useful for husked characters and compatibility with mods that allow players to play as robots or other creatures.

Niche Settings
  1. Muffle Submerged Player (toggle)
    Muffle audio when the player's ears are underwater. Disabling this setting is the equivalent of putting an empty string in the "Submersion Ignored Sounds" list.

  2. Muffle Submerged View Target (toggle)
    Muffle audio when the viewed target's center mass is underwater. Requires "Focus Target Audio" to be enabled.

  3. Muffle Submerged Sounds (toggle)
    Muffle sounds when their position is underwater. Disabling this setting is the equivalent of putting an empty string in the "Water Ignored Sounds" list.

  4. Muffle Flow Sounds (toggle)
    Muffle flow sounds when wearing a diving suit, monitoring hydrophones, or submerged. It should be noted that flow and fire sounds cannot be muffled by walls as the sounds are an illusion and have no positional data.

  5. Muffle Fire Sounds (toggle)
    Muffle fire sounds when wearing a diving suit, monitoring hydrophones, or submerged.

  6. Muffle Diving Suits (toggle)
    Muffles all sounds when wearing a diving suit by treating it like a wall. This setting is not recommended for most configurations.

  7. Estimate Path To Fake Sounds (config file only) (toggle)
    This is an experimental setting that tries to muffle flow sounds by checking if there's a path from the player to running water. This setting is not recommended.

  8. Diving Suit Pitch (slider)
    Sets the pitch of sounds when wearing a diving suit. This feature replaces the vanilla diving suit muffle, which had to be removed for technical reasons.

  9. Submerged Pitch (slider)
    Sets the pitch of sounds when the player or view target is submerged. Stacks additively with "Diving Suit Pitch".

  10. Muffled Voice Pitch (slider)
    Sets the pitch of player voices that are muffled. This setting is just for fun.

  11. Unmuffled Voice Pitch (slider)
    Sets the pitch of player voices that are not muffled. This setting is just for fun.
Last edited by Plag; 16 Apr @ 11:19am
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Showing 1-15 of 26 comments
Andredio121 10 Feb, 2024 @ 7:18am 
Thanks
kyct69 14 Feb, 2024 @ 3:57am 
How turn ON this mode?
Plag  [developer] 14 Feb, 2024 @ 4:20am 
@kyct69 - Have client-side Lua installed, see the main page description for more details.
ShoeOfFate 18 Feb, 2024 @ 3:30pm 
where do you find the settings?
Plag  [developer] 18 Feb, 2024 @ 10:22pm 
@Nanachussy - At the bottom of the pause menu as seen in the workshop video. Also:

Originally posted by Plag:
@kyct69 - Have client-side Lua installed, see the main page description for more details.
Blu 7 Mar, 2024 @ 10:55am 
What's the purpose of the "Bubble Ignored Names"?
Lord Tomate 17 Mar, 2024 @ 6:59pm 
Hey, just installed this mod, looks really really good! Can you explain what low pass frequency is to someone that knows nothing about sound-stuff?

Also, while wearing a diving suit and underwater I can scarcely hear any tool I use, or even gunshots, is this intended?
Plag  [developer] 17 Mar, 2024 @ 10:49pm 
@Lord Tomate - Sure! Sounds contain a range of frequencies, with higher frequencies (treble) contributing to their detail and clarity. A low-pass filter only allows low frequencies (bass) to pass while blocking the higher ones. This results in a muffled sound, in the same way a nightclub's music sounds muffled from the outside; the walls prevent higher-frequency sounds from passing through. The lowpass frequency you choose for this setting represents the cutoff point where the filter starts to block the above frequencies.

As for your 2nd question, yes, that's intended. If you would prefer those sounds to be less muffled, you could try adding them to the "Pitch Ignored Sounds" list (some sounds are pitched lower underwater or while wearing a suit, causing even more clarity to be lost from the sound). For a more direct approach, you could increase the "Lowpass Frequency" setting to allow more frequencies through globally, or you could add those specific sounds to the "Water Ignored Sounds" list to prevent muffling them underwater (recommended approach). For more details on this process, see the last question in the FAQ.
Last edited by Plag; 18 Mar, 2024 @ 6:26pm
JERN 28 Mar, 2024 @ 5:52pm 
Would you recommend using the "directional voice chat" option in the audio settings or not?

Thanks for a great mod!
Plag  [developer] 28 Mar, 2024 @ 6:34pm 
@JERN - Yes. Most sounds in the game are directional, so I recommend voice chat being directional too.
Snubby 28 Apr, 2024 @ 3:35am 
Hello ! Amazing mod, can't wait to try it out for an upcoming RP campaign with friends. Definitely a great one to have with the new traitor missions !

One question though, just to make sure : sounds from mods cannot be whitelisted from the audio filters, correct ?
Plag  [developer] 28 Apr, 2024 @ 4:36am 
@Snubby - Thanks for the kind words, I hope you enjoy the mod! I'm happy to say that all sounds (modded and vanilla) are processed by Soundproof Walls and are fully customizable.
Last edited by Plag; 28 Apr, 2024 @ 4:38am
Snubby 28 Apr, 2024 @ 6:13am 
Oh nevermind, I figured it out... For some reason during my testing, the settings stopped applying in real time, so I thought it was just not working. Weird ! Still applied when I went to the mod tab and reapplied it.

Don't know what caused that, but now you know it can happen ! I'll let you know if I find out more. :3 Take care !
Target Practice 26 Jun, 2024 @ 12:58pm 
How do you change these settings on a dedicated server? Is there a config file?
Plag  [developer] 26 Jun, 2024 @ 1:14pm 
@Target Practice - You'll be glad to know that even on a dedicated server, the settings can simply be changed from the in-game menu. For more information on how that works without a steam host, here's a quote from the version 1.1.2 patch notes:

"Previously, in dedicated servers, the first "admin" (client with ban permission) to connect to the server had config priority. Now, if another admin changes a setting, they will take that priority, allowing multiple authorized people to make changes to the config. A backup of the latest config is stored server-side and enforced on players when no admins are online (assuming the Sync Settings option is enabled).
Additionally, the name of the client who updated the config is printed in the console."
Last edited by Plag; 26 Jun, 2024 @ 1:14pm
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