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Mod Details

Resound

Resound 1.1.0

Created by 20fpsguy

108 Downloads

SPT 4.0.13 Compatible

a mod swapping a few guns to sounds from other games mainly black ops 2

Latest Version 1.1.0
SPT 4.0.13

Updated 6:02 PM

5.50 MB

Version Notes

Added

  • Sound packs. anyone can add sounds for any weapon by dropping a folder in BepInEx/plugins/Resound/ containing a resound.pack.json and some WAVs. Packs are found by manifest name at startup, up to three folders deep under that one root: startup never walks the whole plugins tree, and a pack landing anywhere else is named in the log rather than going quietly missing.
  • Log weapon template ids config toggle, replacing the logWeaponIds key in mapping.json. Pack authors need it to target one exact weapon.
  • Reload and foley sounds. Sets can now replace mag in/out, bolt, slide, pump, shell and draw/holster audio, not just the shot. Drop clips in <set>/events/<EventName>/, named after BSG’s own animator event (SndMagOut, SndBoltIn, SndSlideOut). Anything without a folder stays vanilla, so a set can cover one event or thirty.
  • Six more weapons, all exact 1:1 matches where BO2 and Tarkov ship the same real gun: HK 416A5 (BO2 M27 IAR, which is an HK416, and it brings a suppressed sample too), FN P90 (PDW-57), KRISS Vector both calibers (Vector K10) and MP7A1 / MP7A2 (MP7). 33 weapons total.
  • FN SCAR-H, BO2 SCAR-H. Covers the Mk 17, Mk 17 FDE and the X Products X-17 SCAR 17. Suppressed uses BO2’s M27 take, because BO2 never shipped a suppressed SCAR sample; only six of its guns have one. The two 5.56 Mk 16s are mapped but left disabled, since a 7.62 sound on them is too heavy.
  • Log sound event names config toggle. Prints a weapon’s full event table when it is drawn and each event the first time it fires. These names live on the weapon prefabs rather than in the game assembly, so this is the only way to read them.
  • eventVolume, bodySilencedVolume and tailSilencedVolume in mapping.json. The silenced pair are optional and inherit from their unsuppressed counterparts when absent.
  • decayBeats in mapping.json, default 4. Sets how much of each shot survives in the full-auto loop. A sample longer than the window is cut short with a linear fade, which is what pulls full-auto away from the source game: at 600 RPM the window is 0.4s, so a 0.86s suppressed sample loses more than half its ring. Raising it keeps more of the sample at the cost of overlapping more copies.

Changed

  • Tail volumes rebalanced per source. BO2 does not mix its weapon classes to each other: the pistol distance takes average about -35 dB where the assault, rifle and shotgun ones sit near -25 dB. One shared tailVolume of 0.8 left everything except the pistols roughly 10 dB hot. Now set per source, 0.23 to 0.28 for the loud classes and 0.8 kept for the pistols.
  • tail_silenced/ falls back to vanilla, not to the unsuppressed tail. Source tails are mixed for an unsuppressed shot, so inheriting one put a full-volume distance crack after a quiet suppressed body and the gun sounded like it was firing from a few hundred metres away. body_silenced/ and doublet_silenced/ still inherit, since fitting a suppressor should not flip the gun back to its vanilla sound.
  • Weapon and event lookup now happens when a weapon is drawn rather than on its first shot. Reload events fire before you ever pull the trigger, so resolving on fire was too late for them, and it also removes the first-shot delay while clips load from disk.

Fixed

  • Volume settings did nothing for any slot a set did not replace. The vanilla bank was kept at full BaseVolume beside clips that had been turned down. Kept banks are now rescaled too, which is what makes tailSilencedVolume work at all when a set ships no tail_silenced/ folder.
  • Fitting or removing a suppressor without switching weapons left _firingLoopLength computed from the other body bank. That value gates when the audio source is released, so the sound stopped on the wrong schedule.

Known issues

  • A replaced bank uses the same clips for every environment and distance layer, where vanilla has separate ones. Indoors that can read as a slight crack on the shot, most audible on full auto with a raised decayBeats, since more overlapping copies means the loop is already normalised close to full scale before the indoor mix touches it.
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