Mod Details

Battle Ambience

Battle Ambience 2.2.0

Created by  pein

6.5K Downloads

SPT 3.11.4 Compatible

Because the world is bigger than your raid.

Latest Version 2.2.0
SPT 3.11.4

Updated Sep 29, 1:14 PM

11.5 MB

Version Notes
  • Added wildlife sounds (wolves at night for Woods and Shoreline)
  • Refactoring and bug fixes

Fika Sync: https://github.com/peinwastaken/SPTBattleAmbienceFikaSync/releases/tag/1.0.0

This download is externally hosted.
Always scan for viruses.
Mod Info

Introduction

This mod attempts to enhance Tarkov’s atmosphere with sounds of distant warfare - sporadic gunfire, bursts from automatic weapons, artillery and vehicles in the background. These events occur dynamically during raids and try to simulate battles and events taking place beyond the playable area. The end goal is to create more immersive raids where the conflict feels larger than the player’s immediate surroundings.

Like most of my projects, this mod is ever so slightly experimental. This means that things may break, behave oddly or not work as expected. If you spot any oddities - let me know!

Project board can be found HERE.

Preview

This is just a preview, which means that the events will not play as often in-game as they do here.

Installation

Drag and drop, my friend.

wByb5Ln.gif

Configuring Events

Configuring Events

Information for people wishing to configure/mod this.. mod

soon:tm:

Version 2.2.0
Download Mod Version
SPT 3.11.4
Latest Compatible SPT Version

11.5 MB

1.6K Downloads

Created Sep 29, 12:45 PM

Updated Sep 29, 1:14 PM

Virus Total Results
  • Added wildlife sounds (wolves at night for Woods and Shoreline)
  • Refactoring and bug fixes

Fika Sync: https://github.com/peinwastaken/SPTBattleAmbienceFikaSync/releases/tag/1.0.0

Version 2.1.0
Download Mod Version
SPT 3.11.4
Latest Compatible SPT Version

1.0K Downloads

Created Sep 21, 12:10 PM

Updated Sep 21, 12:10 PM

Virus Total Results

If updating please delete existing files. (BepInEx/plugins/SPTBattleAmbience & BepInEx/config/com.pein.battleambience.cfg)

  • Removed old and added new sounds for weapons and artillery
  • Added “weight” parameter for ambience events, higher weight = event occurs more often
  • Made helicopter events occur less often
  • Added global event cooldown multiplier config option
  • Some BepInEx config default value changes

If something is acting weird, let me know

Version 2.0.2
Download Mod Version
SPT 3.11.4
Latest Compatible SPT Version

216 Downloads

Created Sep 20, 3:09 PM

Updated Sep 20, 3:09 PM

Virus Total Results
  • Added a missing null check which caused issues with hideout (Thanks redlaser42)
  • Reduced default ambient sound rolloff distance to 1000
  • Fixed config category enumeration
Version 2.0.1
Download Mod Version
SPT 3.11.4
Latest Compatible SPT Version

1.8K Downloads

Created Aug 30, 12:43 PM

Updated Aug 30, 12:43 PM

Virus Total Results
  • Updated ambience configs for all maps, mainly increased cooldowns
Version 2.0.0
Download Mod Version
Unknown SPT Version
Latest Compatible SPT Version

568 Downloads

Created Aug 28, 1:28 PM

Updated Aug 28, 1:28 PM

Virus Total Results

If updating please delete existing files. (BepInEx/plugins/SPTBattleAmbience & BepInEx/config/com.pein.battleambience.cfg)

  • Significant rewrite of the mod’s core functionality - each map has their own event configurations, ambience events can happen simultaneously and ovelap, events can have time of day restrictions and more. Modders are now able to create their own configuration presets, import their own sounds, create new sound categories and sound types.
  • Added helicopter ambient events to Customs, Streets, Reserve and Ground Zero.

Let me know if something is broken

Version 1.1.0
Download Mod Version
Unknown SPT Version
Latest Compatible SPT Version

601 Downloads

Created Aug 25, 4:48 PM

Updated Aug 25, 4:48 PM

Virus Total Results
  • Battle ambience should now spawn outside of the playable area to avoid confusion between real and fake gunshots
  • New config options (most hidden under advanced settings)
  • Fixed an issue where sounds would spawn in incorrect positions (for example: above the player)
  • Sounds should now propagate and sound a bit better
pein * Pinned

Fika notice

If using Fika please also install the Sync plugin: https://github.com/peinwastaken/SPTBattleAmbienceFikaSync/releases/tag/1.0.0

  • Both need to be installed on host (this also means headless) & clients.
  • Only for version >= 2.2.0
1 Like
Prometheus

Hell yeah, thanks for the Fika variant! This is suuuuuper helpful, was a bit jarring for folks to not hear the same events. I’m assuming this needs to go on all clients, including headless?

0 Likes

Oh, one more question - is the Fika client a sidecar to the existing one, so you need both DLLs, or just the Fika one?

0 Likes

yes you need both for everyone, host and client

1 Like
Prometheus
[deleted at 2025-09-29 19:38:38]
Prometheus

The new ‘distant’ sound effects + levels + reverb are fantastic in 2.1.0, looooove these changes.

1 Like
Prometheus

I didn’t realize this mod’s config was min-max delays from the start of the raid and from the last event in the same category. I personally find the helicopter happens far too often (and the sound loop is very recognizable at this point), so I’ve swapped my config to this on all maps:

“minimumVolume”: 0.4, “maximumVolume”: 0.6, “minimumTimeToNextAmbience”: 1200, “maximumTimeToNextAmbience”: 3000, “minimumTimeFromRaidStart”: 180, “maximumTimeFromRaidStart”: 1200

1 Like

havent gotten to actually play with the mod so i just had to guess some of the values, thanks. my fault for not writing the config documentation as well but thats whatever, itll be there eventually. heres a list of (i think) all available event values (2.0.2) until i do so though, if you or anyone else is interested:
(defined values are defaults, remove comments before using)

{ “usePlayerDirection”: true, // uses player direction from center of map to play audio, requires client config for map to be true “soundDistance”: 0.0, // sound distance override, if >0 then use this value “soundRolloff”: 0, // sound rolloff distance override, if >0 then use this value “soundTypes”: [], // valid sound types for this event as array of strings. if empty use all available “weight”: 1, // CURRENTLY UNUSED (available in 2.1.0) sound event weight. bigger weight = this event happens more often “minimumSoundTypes”: 1, // self explanatory i think “maximumSoundTypes”: 3, // self explanatory i think “minimumSoundCount”: 1, // self explanatory i think “maximumSoundCount”: 5, // self explanatory i think “minimumSoundGap”: 0.5, // minimum gap from previous sound to next sound. sound length not taken into account “maximumSoundGap”: 2.0, // maximum gap from previous sound to next sound. sound length not taken into account “minimumVolume”: 0.7, // self explanatory i think “maximumVolume”: 1.0, // self explanatory i think “minimumTimeToNextAmbience”: 30.0, // self explanatory i think “maximumTimeToNextAmbience”: 240.0, // self explanatory i think “minimumTimeFromRaidStart”: 15.0, // self explanatory i think “maximumTimeFromRaidStart”: 120.0, // self explanatory i think “timeRestriction”: “Always” // self explanatory i think. enum values: “day”, “night”, “always”. if not set defaults to always }

1 Like
Ratman046

Love the mod but one thing i noticed is that on maps like shoreline or lighthouse the noises also play from the sea which doesn’t make much sense but this is only a small thing and it would probably be a pain the the ass to fix

0 Likes

submarine battle

4 Likes
04mykl

it’s a good concept for a mod, but it makes it sound like there are more people on the map than there really are. If you updated the effects to be more distant and cause less schizo moments that would greatly increase the immersion in my opinion.

Good mod nonetheless

1 Like
EvaNeuH

I’d very much like to play with this mod, but it gives me “An error occured” while loading a raid, I can click “OK” and try again, second time it loads fine but it gives me serious errors like I can’t aim down sights, etc…

Since I haven’t seen anyone in the comments complain about that, I guess it’s conflicting with another mod ?

Here is my modlist (18 mods):

- Adam’s Boxes at Ref (BARF) version : 0.3.2

- BRNVG - N-15 Adapter version : 1.0.1

- SPTQuestingBots version : 0.10.0

- MOAR version : 3.1.5

- Painter version : 1.1.7

- Black Core version : 1.1.8

- Tactical Gear Component (TGC) version : 1.2.5

- Pluto! - Knight’s Mask Fix version : 1.0.1

- SPT-DynamicMaps version : 0.5.7

- LiveBitcoinPricesREDUX version : 1.0.1

- LootingBots-ServerMod version : 1.5.2

- Virtuals Custom Quest Loader version : 2.0.4

- RefSPTFriendlyQuests version : 1.3.0

- BrainTweaks version : 0.2.8

- Better Headset Descriptions version : 1.0.0

- keycase version : 1.0.1

- SAIN version : 4.1.3

- LiveFleaPrices version : 1.5.1

I’m not exactly used to troubleshooting for SPT, so if there are any relevant logs that I should post, please let me know.

Thanks

0 Likes

known issue, presumably something to do with the hideout. i can get a fix out sometime near the weekend. i think.

1 Like
KingLich

Enhanced Schizo Mod, just what I needed!

1 Like
adishee

I love the idea of this mod, of more ambient sounds (or even visuals). But I don’t think I would like to hear more gunshots that sound like they’re coming from inside the map. The game Zero Sievert has some nice ambient sounds, distant explosions and such. Fighter jets flying far above would be cool, distance contrails. I dunno, Tarkov needs more ambient things in general but I don’t think more gunshots. I’m waiting for someone to turn zombies into rabid dogs…

Great work anyway. Want to see where this mod goes.

2 Likes

visual events would be cool…

0 Likes

I second this. It’s a really cool idea and I like the direction youre heading, but this seems like a gunfight happening within the map, rather than like being on customs and theres a massive gunfight happening at interchange.

Example: https://www.youtube.com/watch?v=WbXQ0JNDvLM

0 Likes

iirc i left the default sound rolloff value at a fairly insane distance (4000?) could try lowering that for now. weapon sound wise dont expect any changes for a little while

0 Likes

Details