StopChoppyAudio
Get rid of choppy audio! Improve performance. Now with adaptive filtering!
About this mod Author’s original text
Stop Choppy Audio
Get rid of choppy audio! Improve performance. Now with adaptive filtering!
Does your audio glitch in your bases or Ashlands from all the sounds coming from the environment or your crafting, lights, tames and other sound effects?
Stop Choppy Audio allows you to restrict sound effects based on their distance from you. All those sound effects use resources and reduce performance _even if you can't hear them because they're too far away_.
You can configure Stop Choppy Audio to stop those sounds from playing until you're closer to them.
New
- Updated for Valheim 1.0
Configuration
General
Filter Type: Controls how sounds are filtered. SmartFiltering automatically adjusts 'playable' sound distance. BaseDetection provides legacy functionality.
Max Player Distance: How close a player must be to a sound source for it to play. Modified automatically by _Smart Filtering_ (but never less)
Min Base Value: The minimum 'value' of a nearby base to start restricting sound effects (BaseDetection only). Setting to 0 will always filter sounds beyond _Max Player Distance_.
Smart Range: The maximum additional distance for _Smart Filtering_ to include sounds to play. Actual distance depends on audio load.
Utility
LogLevel: Controls the level of information contained in the log
Notes
- Use of _SmartFiltering_ is recommended. It works everywhere you're at, automatically. This version will set _SmartFiltering_ as the default.
- SCA will test to see if sound effects are 'virtual', meaning they exist but are not sent to your audio hardware to play.
- This is an indicator that Valheim has exceeded the number of "voices" Unity can handle at one time.
- SCA will then begin to stop distant (adaptively) sounds from ever playing and Unity won't waste resources virtualizing them or waste hardware voices on them.
- _Smart Range_ is not linear. The maximum distance for sounds drops off exponentially as audio load increases.
- For BaseDetection, your base value is calculated from the number of player placed pieces within 20 meters of you.
Examples
SmartFiltering
- Audio is not being virtualized (i.e. there are available hardware audio channels):
- Sounds play regardless of settings or distance from player.
- Audio is being virtualized:
- Max Player Distance = 10; Smart Range = 50: Sounds play if player is within 10 meters or up to 60 (10 + 50) meters depending on audio load.
BaseDetection
- Max Player Distance = 10; Min Base Value = 100: Sounds play if player is within 10 meters and near a base with a value of >= 100, but all sounds play if outside a base.
- Max Player Distance = 15; Min Base Value = 0: Sounds play if player is within 15 meters, everywhere.
In-game reconfiguration
You can use Configuration Manager (or similar) mod to change the configuration without exiting the game. You can force a configuration update by modifying the config file.
Compatibility issues & defects
- If you find a compatibility issue please post it on mod-help on Discord. Be sure to include the mod name and version you think may be incompatible.
- If you have a bug please report it in mod-help on Discord. If you do post a bug report, please make sure to include the following:
- What you were doing, or attempting to do when it happened
- If it's repeatable - i.e., can you duplicate it?
- The exact behavior you observed (or didn't observe)
- If possible, post a capture of the log file with errors (errors always begin with this mod's name) on Discord
You can find all Neobotics released mods on:
-: NeoboticsOnThunderstore
-: NeoboticsOnNexus
- Hexium: NeoboticsOnHexium
Your comments and feedback are always welcome. Post or Discord: NeoboticsOnDiscord
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: