Barotrauma

Barotrauma

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Soundproof Walls
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File Size
Posted
Updated
621.793 KB
4 Feb @ 2:37am
24 Apr @ 12:36pm
21 Change Notes ( view )

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Soundproof Walls

Description
"Did you hear that?"
From the creator of Real Sonar, Soundproof Walls revamps Barotrauma's audio system in regard to both gameplay and atmosphere with the ultimate goal of making sound more interesting and immersive. Grab some friends and feel alone together in your partitioned steel deathtrap, packed with distant thuds, muffled screams, and no idea what's outside.

What does this mod do?
• New feature: Advanced Sound Muffling
All sounds are now low-passed and/or pitch-shifted when obstructed by a wall, door, or water, creating a more isolated and intimate atmosphere, free from the constant sound of the engine, reactor, and ventilation.

• New feature: Immersive Proximity Chat
Player voices are now unintelligibly muffled when obstructed or submerged, giving Barotrauma cut-off potential and turning any room behind closed doors into an opportunity for scheming, slandering or murdering. Just be wary of eavesdroppers!

• New mechanic: Eavesdropping
Players can press their heads up against doors or hatches and focus their hearing with right click to hear the sounds or voices within more clearly. Note: By shifting your auditory focus to another room you become less aware of sounds in your own.

• New mechanic: Hydrophone Monitoring
When using passive sonar, players can toggle a new switch to listen through the submarine's built-in hydrophones. This allows players to hear outside the submarine and identify the presence of distant creatures without enabling active sonar, raising the skill ceiling of captains and making their job more engaging.

• Improves on Vanilla
Soundproof Walls is an extremely lightweight C# mod that fine-tunes parts of the source code to fix audio-related issues and streamline the muffling system. As a result of this, Soundproof Walls has zero performance impact and, in some cases, offers a slight performance boost compared to the vanilla game.

• Remixed Soundscape
The volume of various sounds has been tweaked to create a higher dynamic range, with sounds like water ambience having their volume reduced and gunshots/explosions receiving an increase.

• Extensive Configuration
Every aspect of this mod can be customized in real time from an in-game menu containing 40+ different settings. Granting the ability to adjust the frequency, pitch, range, and volume of specific sounds and toggle features entirely. Configurations can also be synced between players in multiplayer.

• And more!
+ Ragdolled players can now speak and be heard (does not apply to stuns).
+ Unique sounds and visuals when attempting to speak underwater without a suit.
+ Hear audio from the perspective of focused targets such as turrets or cameras.
+ Submerged sounds are louder when the listener is submerged in the same body of water.
+ Non-looping muffled sounds are increasingly altered based on distance.
+ The range of certain sounds have been increased for a more realistic representation.
+ Hear movements in the water that adapt to the target's speed when using hydrophones.
+ Flow and fire sounds are muffled when the player is wearing a diving suit or submerged.
+ Sounds emitted from items are muffled when the item is stored in a container.

Supported Languages
• English
• Русский - by routerchain
• Español Latinoamericano - by King Kongrio
• Français - by Thespirou54
• Deutsch - by some_william
• 日本語 - by d3
• Polski - by Sqor
• Português brasileiro
• Castellano
• 한국어
• 中文(简体)
• 中文(繁體)
• Türkçe

Requirements
This mod requires client-side Lua For Barotrauma to be installed for all players.

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.
I recommend following this short tutorial.

Q: Is this mod safe to use in an active campaign?
Yes. Soundproof Walls does not modify persistent data and can be added or removed from a campaign without issues.

Q: Is this mod compatible with X?
Yes. Soundproof Walls runs as an extension of the vanilla game, making it compatible with 100% of XML-based mods and all currently known Lua/Cs mods.

Q: How do I add/remove X effect from Y sound?
The muffling/pitching of sounds can be manually added or removed for any sound via the advanced settings lists in the in-game menu. To add a sound to one of the lists, include any part of its filename or directory path in quotation marks (case insensitive). For example, "revolver1.ogg" for a specific revolver sound, "revolver" for all revolver sounds, "weapon" for all sounds in the weapon folder, and an empty string "" for all sounds in the game. You can find the names of sounds and their paths within Barotrauma's "Content" folder.

Patch Notes
If you're curious about changes to the mod, you can find the patch notes here!

Donate
If you want to support me in making more mods, any contributions are greatly appreciated!
(Link to Ko-fi)[ko-fi.com]


Popular Discussions View All (7)
94
1 May @ 11:03am
PINNED: Report Bugs
Plag
13
28 Apr @ 6:13am
PINNED: Configuration Guide
Plag
323 Comments
Plag  [author] 2 hours ago 
@Magicat_7 - The hydrophones are always omnidirectional but you should still be able to hear the direction of sounds with your headphones.
Magicat_7 4 hours ago 
Does the hydrophone have a directional setting like the sonar ping or is it always a full 360°?
Plag  [author] 17 hours ago 
@emuwan - See my second-last comment about headsets.
emuwan 18 hours ago 
Does this mod make radio range short?
Plag  [author] 19 hours ago 
@Rackhound - Server-side Lua is not strictly necessary but some features like the synchronized config and talking while ragdolling require it to work.
Rackhound 6 May @ 6:40pm 
Do I have to run the server on the lua client for multiplayer
Plag  [author] 4 May @ 11:44am 
@mec fluuri - Soundproof Walls does not interact with the vanilla headset in any meaningful way other than decreasing its range by 25% (configurable) and allowing spectators to hear radio communications.
Technically, there is further interaction at a lower level when processing player voices and one of the intricacies of that is determining whether the player's voice should be transmitted locally or through radio and at what range. But this works the same as vanilla, so effectively, this mod shouldn't affect radios/headsets.
mec fluuri 4 May @ 8:24am 
How does this mod interact with the vanilla headset?
Plag  [author] 3 May @ 11:11pm 
@DickWizard - I'm not sure if that's related to Soundproof Walls. Can you please make a bug report in the "Report Bugs" discussion with the details requested there + steps to reproduce?
DickWizard 3 May @ 8:47pm 
having an issues with not being able to hear other players on the radio,no error message
have lua installed server and clinet. please help