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NxLabs / Vintage Story

Sound Physics Adapted

NBy Nyarc

Realistic Raytraced Audio. Walls depending on thickness and material muffle sounds and much more!

Sound Physics Adapted

Description

<p><strong>Sound Physics Adapted gives Vintage Story real acoustics.</strong> <br />Walls muffle sound. Caves echo. Rain and Wind comes through open spots / windows, positionally.<br /><br />Hey Guys. This mod has been in private development since 03.2026 , prereleased as .dev on the Discord. I never that the courage to upload it, as I wanted to make this mod as stable and bugless as possible, as it changes core audio features.<br />Think of it has the Equivalent to "Sound Physics Remastered"<br /><br /></p> <p>All sound processing is <span style="color: #000000; background-color: #e03e2d;"><strong>Client Side</strong></span>. <br />Mod is: universal - though - if installed on server, additional patches for syncing resonators "Pause / Resume" behaviour are enabled server-wide.</p> <ul> <li><strong>Occlusion.</strong> Blocks between you and a sound remove volume and high frequencies.</li> <li><strong>Reverb.</strong> The room around a sound decides the echo.</li> <li><strong>Sound paths.</strong> A blocked sound moves to the opening that you hear it through.</li> <li><strong>Weather.</strong> Rain, wind and hail play at the openings near you.</li> <li><strong>Thunder.</strong> Tweaked Thunder distance and VFX effects. <br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Thunder will no longer be audible when inside a shelter above sealevel.</li> </ul> <h3>Install</h3> <ol> <li>Click <strong>1-click install</strong>, or download the ZIP file above.</li> <li>For a manual install, put the ZIP file into <code>VintagestoryData/Mods</code>.</li> <li>Start the game.</li> </ol> <p>The mod makes its configuration files at the first start. You do not have to set anything.</p> <div class="spoiler"> <div class="spoiler-toggle"> <h2>Features in detail</h2> </div> <div class="spoiler-text"> <h4>Occlusion</h4> <p>The mod traces a ray from each sound to your ears. Every block on the path removes volume and high frequencies. The material decides how much. Stone blocks more than wood. Wool and containers block more than a fence.</p> <p>Doors, gates, hatches and glass panes use their real state. Open a door and the sound is clear at once. Close it and the sound goes dull.</p> <p>Chiseled blocks and slabs occlude by their true volume, not as a full block.</p> <h4>Reverb</h4> <p>The mod sends rays from the sound source and measures the space around it. Size and material give the echo. A cave rings. A small cellar sounds tight. Open ground stays dry.</p> <p>Four reverb slots run at the same time, so sounds in different spaces keep their own echo.</p> <h4>Sound paths and repositioning</h4> <p>A wall between you and a sound does not stop the sound. The mod looks for an open path around the wall. If it finds a door, a window or a gap, the sound comes from that opening.</p> <p>Sounds around a corner lose treble by the angle of the bend. Sounds in a fully sealed space stay dull and dry.</p> <h4>Weather</h4> <p>Rain, wind and hail are not a flat layer over your head. The mod finds the openings near you and puts the weather sound at each one. A window on the north wall makes rain come from the north.</p> <p>Your shelter level controls the volume. The change is gradual, not a switch. Wind sounds move to roof height at a sky opening.</p> <h4>Thunder</h4> <p>Each strike gets a direction above the horizon and a distance up to 1000 blocks. Distant thunder is deeper and quieter. Indoors, the mod muffles the crack and keeps the rumble.</p> <h4>Distance and air</h4> <p>Sounds carry farther than in the base game, because walls now stop them. Distant sounds lose treble through air absorption. Every value is in the configuration file. Set the multiplier to vanilla values if you want the old range.</p> <h4>Blocks and other mods</h4> <p>Resonators keep the correct sound through pickup, placement and world reload. With the CarryOn patch, you can carry a resonator that plays.</p> <p>Other mods can change occlusion and material values at runtime through the mod API.</p> <h4>Debug</h4> <p>Type &nbsp;<code>.sp</code>&nbsp; in chat to show all commands</p> <p>Type <code>.sp viz</code> in chat for multiple debug views (WIP)</p> </div> </div> <div class="spoiler"> <div class="spoiler-toggle"> <h2>Configuration</h2> </div> <div class="spoiler-text"> <p>The mod writes two files into <code>VintagestoryData/ModConfig</code>:</p> <ul> <li><code>soundphysicsadapted.json</code> for the audio behavior and the performance limits.</li> <li><code>soundphysicsadapted_materials.json</code> for the occlusion and reflection value of each material and block.</li> </ul> <p>With the <strong>ConfigLib</strong> mod you can change the settings in game.</p> <p>Useful values for performance:</p> <ul> <li><code>MaxSoundsPerTick</code> limits how many sounds the mod updates in one tick.</li> <li><code>EnableStaticSoundCache</code> lets sounds that do not move skip their raycast.</li> <li><code>EnableDistanceModelOverrides</code> turns the range and air absorption changes off.</li> </ul> <p>An old configuration file updates itself after a mod update (Thanks for Dana for guiding me towards their Config Update flow)</p> </div> </div> <div class="spoiler"> <div class="spoiler-toggle"> <h2>Compatibility</h2> </div> <div class="spoiler-text"> <table style="width: 100%; height: 224.2px;" border="1"> <tbody> <tr style="height: 20.2px;"> <td style="height: 20.2px; width: 13.3749%;"><strong>Vintage Story 1.22</strong></td> <td style="height: 20.2px; width: 86.6251%;">Mod version 0.2.3 and later</td> </tr> <tr style="height: 20.2px;"> <td style="height: 20.2px; width: 13.3749%;"><strong>Vintage Story 1.21</strong></td> <td style="height: 20.2px; width: 86.6251%;">Mod version 0.2.2 and earlier</td> </tr> <tr style="height: 20.2px;"> <td style="height: 20.2px; width: 13.3749%;"><strong>Client</strong></td> <td style="height: 20.2px; width: 86.6251%;">Required</td> </tr> <tr style="height: 20.2px;"> <td style="height: 20.2px; width: 13.3749%;"><strong>Server</strong>

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