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Rapporter et oversættelsesproblem






https://cdn.steamusercontent.com/ugc/13162475431936839056/DAD4861EA262A0323089A44A2EAC847D3407B310/
FPS barely changed between the 2
To confirm this with one last test, could you please try setting "Max Playing Sounds" to 32 and "Max Simultaneous Instances" to 5? These are the vanilla values. Then compare the frame drop you get with Soundproof Walls enabled and disabled (you can use the "Enable Mod" toggle in the General tab).
If there's still a drop when disabled, it indicates your system just struggles to play Barotrauma's sounds in general for some mysterious reason. Which would explain why there weren't huge numbers in the mod's "Show Performance" overlay. Instead, the large update times are likely in the vanilla game's "showperf" overlay.
Dropping max playing sounds to ~45 stopped FPS from going from 100 to single digits and instead to 90
I'm not at all making any statements here, mind you. It just seems that the devs focused purely on server lists sorting witht this one, and I as a totally random dude have no clue how would that break the sound logic...
Do not mind me though, I'm just bored here waiting for the Lua update, lol.
To put that in perspective, 60 FPS requires the combined update time to stay under 16.67ms. Your 0.15ms spike is not large enough to cause this lag alone, so something else must be taking up considerable resources.
You can type "showperf" in console to see your combined update time and a breakdown of all contributing processes. Your "Items" update time is probably high.
I tested your lever setup and the mod's spikes were 0.04 to 0.047 (high-end Windows PC) and 0.07 to 0.09 (low-end Linux PC), these jumps being considerably lower also points toward something else on your system using the resources. My combined update time never went high enough to see any frame drops.
Is it possibly caused by another mod? Also, you only get this issue in this specific door situation, correct?
Not sure what I should be looking for but here:
https://cdn.steamusercontent.com/ugc/14134035929568009136/217D566669F44F8F75D638D05AC66B6AE361BFBF/
Don't have this issue with the mod disabled
For example, if I open a door and run past it's centre, the after-noise of the door opening shifts from one ear to another, which is a little uncomfortable.
Also, if I run past the oxygen generator, the noise of the generator shifts from left to right ear as i move past it's centre. So if I just walk back and forth slightly in the middle of the oxygen generator I can audibly hear the passive noise of the generator switch quickly between left and right ear.
cuz i dragged the wire to the wrong one on accident lol
Please fix :(
Ah, there IS a hull, right. Seems logical in this case, yeah. I just totally forgot it is there; was inspecting the drone myself a few years back.
It's totally alright then, I'll keep on using focus target audio off for this one by now.
Huge thanks for adressing this in any case!
There's not really any solution for this unfortunately. Reducing the GainMult doesn't work either because the turret movement sound in particular has custom logic that bypasses it (gain is directly tied to rotation speed).
I'll consider implementing an extra tool next patch that allows for any sound to be forcefully muffled.
That actually solved my own problem as well!
However, this method doesn't seem to do any effect when it's a gun attached to a remote drone.
There's this submarine, it's called Sleipnir - it has a periscope-controlled drone with three pulse lasers on it - none of them gets muffled neither during turning or shooting (while the XML tweak definitely does it dor the guns on the submarine itself).
I was checking the "currently playing sounds" debug monitor and it shows the same railgun start/loop/end for turning, and also (obviously) "weapons_chargeup.ogg" for shooting.
Let me know if you have any other issues or questions!
you answered my question perfectly. I had difficulties explaining it. Will add the entry to the custom sounds.
Thank you for your effort!
You could disable "Focus Target Audio" (General tab) to keep your ears locked, but I recommend doing the following:
Find the entry in the "Custom Sounds" list (Advanced tab) with the Keyword "railgun". This entry is for the actual railgun weapon, and because it uses the same name as the rotation sound, we must add a new entry BELOW it, also using the "railgun" Keyword - should look like this: https://imgur.com/a/Z6HsTF2
Increase the MuffleInfluence to make it more muffled. I encourage experimenting with adjusting the PitchMult and GainMult to see if there's a sound you like more.
When I move a turret to aim, the sound starts as a new sound sample each time, even though the movement continues for another centimeter or so.
Perhaps it's something to do with my configuration (for example, I disabled Dolby for testing), but perhaps it's also a setting I can't find. Or maybe it just the Sound engine from Barotrauma.
I hope this specific question can be resolved somehow :D.
So to clear out what i mean, its sounds like you just standing and pressing the button once and once again, and the music is like playing 10x times, like if you turn on 10 the same ones video but with 1 sec pause
I'm happy to help but I will likely need to test your mod directly.
I added my own music to the game, so when I press a button, it starts playing, but with this mod, it just loops and the music turns into garbage.
I've disabled a lot of settings, but it doesn't help.
Feature wise, if you switch to static mode, you'll lose out on all the features described in the Dynamic tab e.g., reverb, distortion, dynamic muffling, occlusion, and better sound path finding. There's a more detailed breakdown of these modes in the v2.0 patch notes.