
Mods / Salty´s Cave Symphony
Author: SaltyWater
Side: Both
Created: May 28th at 9:09 PM
Last modified: 4 hours ago
Downloads: 2998
Follow Unfollow 185
Recommended download (for Vintage Story 1.20.12):
CaveSymphony_1.0.7.zip
1-click install
Pet the floppa to buy me a coffee!
Cave Symphony is the sister mod to Forest Symphony, focusing on underground soundscapes.
So far It adds a atmospherical underground HUM sound system, with seamless transition for entering and exiting caves with depth applied, wind howls for cave entrances/hallways/tunnels/hollow structures system tied to surface wind speed and water dripping sound and visual effects around underground bodies of water.
(The video descriptions have a brief explanation of it's inner workings)
Feedback is highly appreciated!
Also try Bark Beetle if you like this mod.
Configs:
Check the folder 'CaveSymphony' inside ModConfig.
Each system has it's own config file. With comments to help you understand the values.
ROADMAP:
(and notes to self)
- Cave Ambience System (HUM System)
- Refine HUM system so depth is calculated dynamically
- Cave Hallways/wind system: Based on overworld wind speed Cave entrances, cave hallways and man made hollow structures produces eerie wind sound effects
- Environment systems:
- Drops of water near cave water bodies
- Distant echoed stone cascade sound effects
- small rockslide rumble sound effect near cracked rocks
- earthen crack (sudden stone fractures)
- Animals and insects system:
- Bats
- Rats
- Snakes?
- Spiders
- Scorpions
- Centipedes
- Cockroaches
check out my other mods here:
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
1.0.7 | 58 | 5 hours ago | CaveSymphony_1.0.7.zip | 1-click install | ||
Cave water dripping system.
Now you'll hear water dripping near water bodies inside caves.
More information about the inner workings in the youtube description here: https://www.youtube.com/watch?v=EepOCvoP4N8
Please refer to the roadmap in the mod description for future implementations!
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1.0.6 | 1424 | Jun 10th at 8:24 PM | CaveSymphony_1.0.6.zip | 1-click install | ||
Quick patch:
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1.0.5 | 199 | Jun 9th at 6:27 PM | CaveSymphony_1.0.5.zip | 1-click install | ||
Some performance tweaks:
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1.0.4 | 192 | Jun 8th at 12:23 PM | CaveSymphony_1.0.4.zip | 1-click install | ||
Some tweaks
⚠ Sound still plays in hollow structures, make sure your structures have 0 exits. (considered a room) | ||||||
1.0.3 | 316 | Jun 6th at 10:30 PM | CaveSymphony_1.0.3.zip | 1-click install | ||
Additions to the Hallway/tunnel system.
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1.0.2 | 224 | Jun 5th at 12:12 PM | CaveSymphony_1.0.2.zip | 1-click install | ||
Cave hallways/Wind system
Now you'll hear howling wind inside tunnel structures. They occur in cave entrances near surface and are tied to the wind speed. More information about the inner workings in the youtube description here: https://www.youtube.com/watch?v=kpRkq7SEHtQ and here: https://www.youtube.com/watch?v=a3K_A6hH9OU
Please refer to the roadmap in the mod description. | ||||||
1.0.1 | 407 | May 29th at 8:16 PM | CaveSymphony_1.0.1.zip | 1-click install | ||
Added cave HUM depth system.
Added configs to control the depth system as well as config to control the sound.
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1.0.0 | 162 | May 28th at 9:10 PM | CaveSymphony_1.0.0.zip | 1-click install | ||
So far it adds a HUM sound effect entering caves.
Please refer to the roadmap in the mod description. |
salty I do have to break your heart again but it still makes the fps on my end stuttery as the latest guy also wrote (in germany why i dunno but eh people be like that lol) perhaps its the 200+ modpack one thing causing the issue but eh considering the history of your mod having had this issue and presumingly fixed it to some extent it still does it. But the forest symphony works fine.
Leider verursacht der Mod schwere Leistungseinbrüche bis hin zum Absturz. (VS-Vers. 1 20.12, Mod-Vers. 1.0.6)
Anfangs glaubte ich an einen Fehler bei der Grafikkarte. Als ich die älteren Komentare hier las, schaltete ich den Mod
aus und das Spiel lief wieder einwandfrei. Auch einige Einstellungen in der Grafik ergab keine Änderung.
Hätte nicht gedacht, das der Sound schuld sein kann.
LG Micha
Strange, well for the time being I've installed the Voice Volume mod because they are LOUD all of a sudden.
LunaGore
Reverb in the npc voice?
This mod doesn't change that too! :p
SaltyWater Right, I'm saying when speaking to a trader there's an echo, their voice echoes as if inside of a cave.
LunaGore
Voices??
This mod doesn't add that.
Churburby
Oh they're looping? I think I know the problem, I'll fix it!
I'm also hearing echoes of voices while above ground in the open, specifically when speaking to traders.
Yes, the room it occurs in is enclosed per debug and has a cellar one block under it which is also enclosed. It also has a hallway to another room which is enclosed using oakum from the heat retention mod, if that helps. Also it loops every 2-3 seconds.
No issues on 1.0.3
Churburby
Inside your house? are you sure? is it a enclosed space? (no exits)
Most recent update causes the whistling to play in my house.
Tahvosky
Great feedback I may have fucked up there loading assets early. I'll correct that! 🤣
SaltyWater The performance spikes seem to be gone. But now most of the ambientsounds seem to be severly delayed. It seems something takes up all the memory for sound processing. Here is the log entry I am getting:
The only other sound mod I use would be "FelixDR's Sound Overhaul". Right now the footstep or door opening sound play sometimes but not as instantly as they should.Curretly the logs complain about OutOfMemory events with "wind" / "wind2" and "hallway_wind" / "hallway_wind2";
9.6.2025 21:41:06 [Warning] OpenAL Error during construction of sound cavesymphony:sounds/hallway/hallway_wind2.ogg: OutOfMemory
9.6.2025 21:41:06 [Error] Could not load sound cavesymphony:sounds/hallway/hallway_wind2.ogg
9.6.2025 21:41:06 [Error] Exception: Unable to get sourceId
at Vintagestory.Client.LoadedSoundNative.createSoundSource() in VintagestoryLib\Client\ClientPlatform\ClientNative\LoadedSound.cs:line 332
While all other soundclips get an entry like in this example:
9.6.2025 21:41:09 [Notification] Play sound game:sounds/effect/crusher-impact skipped because max concurrent sounds of 250 reached (14 more skipped)
Which would explain the delay for vanilla sounds. They get skipped due to the engine reaching the sound limit. And if I pause my game for some time, all of the skipped sound play at the same time.
If there is anything I can do to help, I'd be glad to help. Just don't be surprised about the long list of entries if you need my modlist (I'm a bit of a mod hoarder) 😆
Dhon
Can you show me?
I think it could be the game sound engine. I had similar problems with Forest Symphony!
SaltyWater Will try later, but iirc from what I saw in the logs, the stutters were caused by sounds failing to load properly? Not sure if the mod's faulty or if it's a conflict with something else, using 90 mods. Will let you know the next time I play the game.
Tahvosky
Dhon
Kaschperle
Tried some performance tweaks/improvments, please try 1.0.5 and let me know :p
Dhon same thing happening
Same here, massive stutters in regular intervals, every 0.2 - 0.5 seconds, as soon as I enter a cave or my mud house (which howls). Block height doesn't seem to make a difference. 1.20.11. Using a shitton of other mods, though.
SaltyWater Well in my case it only noticeably happened in the suface level structures. Namely two houses. At least one of them has a ground level that is not accepted as a room due to it not being fully enclosed. Walking inside of the house no matter what floor caused mild lag spikes every second or two, while simply stepping outside the aboad would immediately resolve the stuttering. Oh, and one more thing I should probably add: Both houses use a chiseled chimney and fireplace. So
idk if that might confuse the anchorblock even though the chiseled blocks are insulated?
I didn't test 1.0.4 in any below sealevel caves yet.
Other than that, it's a spectacular mod. It makes exploring caves and bigger ruins so immersive, with the winds howling and the droning amtosphere 😃
badtigra
Damn I really need to see that house! Yes, when in enclosed space ambient sounds should dissipate, this includes the wind howl.
The anchor block (the one with the sound) checks itself for its current location, if inside a enclosed space it fades itself out:
Billiam
Tahvosky
Hm.. strange! The only thing the mod does below sea level (underground) so far is compute the HUM sound but thats trivial, should be no problem to performance at all.
The tunnel system is a little more bulky but it doesn't work under sealevel. It's only for surface structures. I tested it on 1.20.12 but got nothing..
I'll add an early check in the next update just in case tho.. 🤔
Can confirm the massive lag spikes with 1.0.4 but on version 1.20.12 instead. It feels as if some query is running but overloading the engine whenever I am inside any bigger structure. 😬
I jumped from 1.0.2 to 1.0.4 beforehand. I'll try downgrading to 1.0.3 now to see if that resolves it. EDIT: Lag doesn't occur with 1.0.3
It could be a combination of things (like other mods), but after updating this mod to 1.0.4, and vintage story 1.20.12, I had a huge frame rate drop, where the frames just about halted every half second or so) when in or near cave-like structures (like my house). Moving away from the house fixed the issue, as did disabling cave symphony.
SaltyWater
the windmill may not be due to the ceiling being exposed (by way of a single hole where the axle travels through, and the rotors above that hole not being enclosed). the house should however be considered enclosed, assuming it is seeing the doors. when inside, the (vanilla) sounds of nature are completely silent which i believe marks it as enclosed.
Shinji170981
hm.. this mod runs on client.. also this crash is not related to this mod itself... but from the sound engine itself. It porbably choked up there at some point trying to load a reverb sound.
It could have been a sound from the cave symphony tho, but its not the mod itself.
SaltyWater That is the crash from the Client-Crash.log
There is nothing more.
I am no programmer, so i lack knowledge about the performance but after i removed your mod, it worked again. I thought first that the GPU driver was at fault, but like i said, after removing your mod, the performance went back to before. Our server admin was also guessing that it might be related to sound.
Unfortunately, i don't have a clip of the activity, so it's hard to tell what exactly caused it.
The mod list is indeed big and the admin is trying to slim it down but people do cling to certain mods.
badtigra
Hey, sorry about the discord link.
The wind is checking hollow structures. Are your cabin/windmill 100% a enclosed space/room?
Shinji170981
damn thats a huge modlist. 😆
Also, i need the crash log inside VsData>Logs>Client-crash
Also, lag spikes is the sound engine loading the sound asset! It should stop once the sound is called once.
SaltyWater had a weird bug with version 1.02.
I was in my smithy, which counts as a room and was hammering on my anvil and i got hit with this error.
The weird thing is also that i had weird performance glitches with the mod. After i uninstalled it, the lag spikes were gone.
Not sure if you can figure out the cause with this log.
Was playing on a SMP.
Running on 64 bit Windows 10.0.19045.0 with 65343 MB RAM
Game Version: v1.20.11 (Stable)
06.06.2025 21:25:33: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, antlershorns@1.0.1, astronomersdelight@1.0.2, blackguardadditions@1.1.7, bulkmolds@1.0.7, chiseltools@1.14.18, ClaimsRadar@1.1.0, expandedmolds@1.1.2, forestsymphony@1.0.2, forlornadditions@1.0.2, goblinears@2.1.1, harvestice@1.0.0, millwright@1.2.3, overhaullib@0.2.8, particlesplus@1.2.1, pipeleaf@1.10.0, plantmat@1.7.2, playermodellib@0.0.12, primitivesurvival@3.7.7, sortablestorage@2.3.1, tailsmod@2.0.2, game@1.20.11, vsimgui@1.1.8, alchemy@1.6.50, animalcages@3.2.2, apelanterns@1.1.2, egocaribautomapmarkers@4.0.1, autolootreforged@1.0.3, awearablelight@1.1.31, flags@1.1.8, bedspawnv2@1.4.0, betterentityinteraction@1.0.4, betterfirepit@1.1.6, billposting@1.0.1, blacksmithenhancements@1.1.4, butchering@1.9.0, canjewelry@0.4.17, carryon@1.8.1, cartwrightscaravan@1.5.0, coinage@1.14.0, commonlib@2.6.1, compatlib@1.0.1, composter@1.2.1, configlib@1.5.3, connectedstairs@1.0.0, caffCuniculture@1.0.8, danatweaks@3.4.1, entitynametag@1.2.2, expandedfoods@1.7.4, extrainfo@1.9.9, fseraph@0.2.3, Fixedupdatedwildcraftxskillspatch@0.2.2, foodshelves@2.2.1, fromgoldencombs@1.8.12, gearofmadness@1.2.0, genelib@1.0.3, gourmand@1.6.9, herbarium@1.4.0, JustTrapdoors@1.0.2, lavoisier@1.3.1, maketea@0.3.1, maltiezcrossbows@1.2.0, maltiezfirearms@0.14.2, mobsradar@2.1.7, morepiles@2.1.3, multisign@1.0.0, noghost@1.0.10, noticeboard@1.1.0, passthruchutes@1.0.2, petai@3.4.2, playerlist@2.1.5, claywheel@1.1.2, removeprimitivesurvivalstairs@1.0.0, rustandrailroads@2.0.11, rustboundmagic@2.5.4, scrollcharactercreation@1.0.2, smithingplus@1.6.0-rc.2, SoundOfConfession@1.0.4, statushudcont@3.2.6, stonebakeoven@1.1.6, tabletopgames@2.10.4, tentbagreworked@3.1.1, thievery@1.1.6, traitacquirer@0.9.6, unconscious@1.10.2, vanvar@6.0.12, Verticality@0.3.1, vinconomy@0.4.0, vhfp@1.3.0, creative@1.20.11, vsinstrumentsbase@2.0.3, survival@1.20.11, warmarmor@1.2.1, wildfarmingrevival@1.3.6, windchimes@1.0.0, woodstain@1.3.1, xlib@0.8.16, alchemistry@1.0.2, cats@3.2.0, chickenpet@1.1.1, druidcraft@0.0.6, equus@1.1.1, em@3.2.2, extraoverlays@1.5.0, foxtaming@1.6.1, fromgoldencombswildcraftcompfix@1.6.0, harepet@1.2.2, itemrarity@1.1.5, largecrystalores@1.1.1, playercorpse@1.11.1, shearlib@1.1.2, stonequarry@3.4.3, thebasics@5.0.2-rc.1, traitacquireraddon@1.0.0, vsinstruments_quackpack@1.0.2, wildcraftfruit@1.3.2, wildcraftherb@0.0.1, wolftaming@3.0.6, xskills@0.8.19, bricklayers@3.0.2, rustboundmagicxskills@0.2.1, tailorsdelight@1.9.7, theworkingclasses@1.0.4, wool@1.6.3, xskillscatchablepatch@1.1.1, dressmakers@1.5.2, traitacquirerwcaddon@1.0.0, twcrmspadd@1.0.0
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.API.MathTools.AABBIntersectionTest.RayIntersectsBlockSelectionBox(BlockPos pos, BlockFilter filter, Boolean testCollide) in VintagestoryApi\Math\AABBIntersectionTest.cs:line 116
at Vintagestory.API.MathTools.AABBIntersectionTest.GetSelectedBlock(Single maxDistance, BlockFilter filter, Boolean testCollide) in VintagestoryApi\Math\AABBIntersectionTest.cs:line 77
at Vintagestory.Client.NoObf.SystemSoundEngine.scanReverbnessOffthread() in VintagestoryLib\Client\Systems\Audio\SoundEngine.cs:line 461
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
hey salty, the discord link doesn't give me access to the server, just permission denied for that specific channel. also, ditto with what others are saying: the wind is now coming from the log supports in my ceiling.
edit: i am also getting wind noise in my windmill's internal structure, though the middle is just very large open space surrounded by of course the walls of the windmill.
Dhon
ChillQuil
Nope, they're not tied togheter. Both simphony mods doesn't know the existence of one another. This IS Cave symphony doing 🤔
@Dhon @SaltyWater yeah ever since this mod got updated I thought maybe it was my house itself creating the loud wind howling but just now realizing I haven't heard a single log creak from my log support beams, and the direction was actually coming from my cieling where those logs are, I'd bet this is probably the issue. This aside, really liking this mod and forest symphony it adds a lot to the atmosphere!
SaltyWater I'm looking at the comments here and it sounds like an issue with the wood log block itself - I have wind noises in forests as I approach random bigger trees, which I assume isn't even touched by the Cave Symphony mod. Maybe you mixed up some sounds with the Forest Symphony mod? I'm assuming most, if not all of us, are using both. So maybe you accidentally swapped a wooden log creaking noise from Forest Symphony with a cave wind howl from Cave Symphony, which causes some trees and builds that utilize logs to howl.
tl;dr If I'm right, you need to fix Forest Symphony, not this mod.
badtigra
Damn...
You can up them on imgur and copy paste the link here!
Or you can send me in the discord here: https://discord.com/channels/302152934249070593/1380035863525986314
before 1.0.3 i noticed some wind noise in my home. after installing 1.0.3 it is still present but now louder. i'm not sure how to insert images on the forum, but i'd share them if i can
badtigra
Doden
Please try 1.0.3
same as doden, i got wind sounds in my stable. i changed the min sunlight exposure value from 12 to 14, then back to 12 while trying to find a sweet spot and it hasn't happened since. so i don't know if it was just a rare thing, or there needs to be super specific conditions to cause it.
it is a 5 wide, 5 block deep and 4 block height structure (all four blocks are visible inside due to slab roofing). the entrance is 3 wide and 3 tall and is in the center. no doors or gates, i keep my elk in there. the roof/ceiling is temporarily oak slabs, if that helps.
Doden
hmm.. strange. I have tried multiple builds and got nothing.
can you perhaps send your house layout?
Currently getting the loud wind sound when inside player built structures such as mud huts or even log cabins with proper roofing. Seems like a fantastic mod and would love to use it, but hearing the sound constantly while inside my home is probably a deal breaker for me.
This is on 1.20.11 with several other mods running, such as OneRoof.
Lamarian
Client side only.
is this Clientside or Serverside?
DecaByte
Thank you very Much Deca!!
So for the assumption is actually kinda true kinda false!
It does fade out as much distance as you get from the sound, but not based on depth. It never stops howling until surface wind calms down. Of course distancing yourself enough will make it go quiet tho. I explored this idea a bit, and in gameplay testing I realized that the howling is actually very helpful not only to find cave entrances but to find yourself a cave exit too, if you're too tangled in underground mazes, and as the video shows, it gives a very eerie atmosphere especially when echoed by the new cave reverb effect.
I loved the Tinnitus idea, i'm going to look into it! Maybe add as a event with the cave hum system, or maybe as a side effect of getting to close to the wind howling effect! So many ideas!
Thanks for the great feedback!
SaltyWater Just listen to the update. Very nice! I'm assuming as you go deeper the wind sound dies down & becomes eerie quite. Liking this so much! Looking forward to the next update!
I just thought of something else. With the cave hum maybe add a high piched backgound sound. Like the sound of tinnitus. This is the ringing you hear in your ears when it very quite & is caused by damaged eardrums from exposure to lound sounds in your past.
If you don't know do a goole search should give you some good explainations of what it sounds like.
This is how AI overview discribed it:
Tinnitus is the perception of sound when no external noise is present, often described as ringing, buzzing, or hissing in the ears or head. While it can be bothersome, tinnitus itself is not a disease but a symptom of an underlying issue. It can be related to hearing loss, ear problems, or even certain medical conditions.
Michaloid
Oh thanks! my bad.
Lil upsi, the 1.0.2 version has the name of 1.0.1 version. Just notifying you.
SaltyWater
Thanks for looking in to it!
🤷♂️ I guess different people are different, eh? 🤷♂️
A 50Hz sine creeps me out, but only when it is almost subliminal; too loud and I start to consciously process it and then it's just annoying!
Maybe it can be something you use sparingly, layering it under other, more noticeable sounds, and only in certain circumstances.
ZippyWonderdust
Takarias
Hm.. I tried but didn't get the feel of the thing.
See, for better visualization:
Entering a cave with my samples actually feels like entering a large place filled with cold air and surrounded by stone walls.
Entering a cave with a 50~55Hz feels like entering a warm sound studio with acoustic foam walls. 🤔
I think it all comes down to taste? Maybe I shouldn't be putting the 50hz sample raw like that? 🤣
SaltyWater Gonna chime in here. A lot of laptop speakers have very poor sub-bass fidelity. I went to Takarias link, and even my desktop PC with a decent pair of Edfier powered speakers has difficulty with anything below 40Hz. In fact the volume really starts to fall off at 50Hz. My headphones (just a cheap pair of Logitech ClearChat Pros) do better but they also have diminishing returns below 40Hz. That being said, I totally agree with Takarias on the creepiness factor; 50Hz at low volume is distinctly unsettling. Far more so than 60Hz or higher, which implies that tones in the 45-55Hz range may be your "horror" sweet spot.
SaltyWater Try letting a ~50hz sine wave from here play for a while at a low volume (I'm listening at like 20%): https://www.szynalski.com/tone-generator/
Having something like that going while underground would definitely have me feeling uneasy!
As for the Forest Symphony feedback, I'll leave a comment over there :)
CrSilent
Hey! Thanks for the kind words!! I'll try to keep delivering! 🙏😆
you are the goat salty! truly amazing little mod once again... cant get enough of the immersion mods... keep it up!
Lamarian
Thanks! hope I don't disappoint! 😆
Takarias
I like the idea of a sound clue for low temporal stability 🤔
Yeah, those sounds are pretty difficult to come by only using free samples 😭, but there's 4 so far, you didn't like any??
I'm gonna have to do some research on those technical terms you said, but thank you very much for the feedback!! 🙏
Antar
Sorry for taking so long 🙏
it's gonna be interesting to see how this mod turns out
I've been really enjoying Forest Symphony - aside from that very loud startled bird sound lol - and I've been looking forward to seeing other sound packs from you. Super excited to see caves getting a needed glowup. The ambient cave audio in the Oblivion remaster has sold me that this is something VS needs. Damp and echoy caves, yes please!
I like the idea of the bass rumble, but I'm not really sure about this implementation. Perhaps, rather than tying the bass rumble directly to depth, you could lean into the fantasy-horror element by scaling its volume based on the temporal stability? Not the state of the gear, but the stability of where the player is standing, which is lower when deeper. Could add an option in the config to also allow this above ground, to discourage settling in unstable regions.
I would also say that the current hum is not quite there. I think it's not deep enough. Even a pretty quiet 40hz tone feels almost claustrophobic after a while. A pure tone probably isn't the play, but stuff in the sub-bass band would be nicely unsettling. (Just limit the volume to not blow out speakers.)
Looking forward to seeing the ambient sound stuff start showing up in this!
The legend is at it again. I am ready!
DecaByte
Thanks!! <3
Yes, exactly, I'm using deep bass tones to aim on the eerie/horror aspect of the game, while being a extreme contrast to forest symphony. I want the surface to sound as peaceful as possible while underground the complete opposite. But I'll let the mod as configurable as possible for you guys! (I also don't know much about sound stuff 😂)
I plan to add sound effects like you mentioned, and see how the sound engine deals with it before adding echo/reverb effects, since in the latest updates it does it automatically.
I'm working on the Depth system to implement to the hum sound, to make it feel more natural, but I do confess that I never thought about ruins (I play homosapiens) so i'll have to take a look into it. I also plan to implement a system for cave wind that does include hallways!
Everything you said basically already on the roadmap 😂
Thank you for the feedback and kind words!! ^^
I am really enjoying your first sound mod & look forward to this one as it is developed. I think what you are trying to portray with the deep base hum is that silence is defening. But im not sure it would be such a deep base sound as it almost sounds like a engine room hum of a starship. Maybe a higher tone echoey effect? Idk as I really don't know much about sound stuff. I would like to recomend a focus on echos in such as footsteps, earthshifting & water drips. Also wondering how you will protray the deeper levels of a cave & how the sound would change when in a underground ruin, depending on size of that ruin as some are small rooms to huge halls. Anyways thats my 2 cents. Excited to hear where you take this!