Mods / Salty's Forest Symphony

Tags: #Other
Author: SaltyWater
Side: Client
Created: Jan 28th at 3:10 AM
Last modified: Feb 20th at 2:05 PM
Downloads: 13745
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Latest release (for Vintage Story 1.20.0 - 1.20.3 and 1.20.4, potentially outdated):
ForestSymphony_1.0.2.zip  1-click install


          

Pet the floppa to buy me a coffee!       

 

This mod does this:

 

And more!!

 

Forest Symphony aims to give a bit more life to the VS world using ambient sounds. The mod sounds are dynamically affected by various system such as seasons, weather, day/night cycle and temperature.

Is your homestead surrounded by trees and ponds? Then spend the night cooking a delicious meal listening to the dynamic natural symphony this mod provides.

A stroll through the forest has never been so pleasing, just make sure you don't get too tangled inside foliage or insects might want to follow you.

Careful chopping down trees, you may startle birds in the area!

Stronger winds? birds go quiet making way to the beautiful chord of creaky bark, even from your own house!

Warmer regions to south have more insects and exotic birds activity, colder regions have fewer insect and pond activity, fewer bird singing and boreal bird sounds will sing instead. A temperate region will have a mix of both exotic and boreal birds. 

frogs croaking, birds singing, owls hooting, crickets buzzing and trees creaking! Everything changing dynamically around you based on envirnment and weather!!

This mod runs entirely on client.

This mod is entirely configurable, you don't like something? You can tweak it in the confgs, or get rid of it! Sounds are also safe to remove from the assets! You can even set your own ogg file on top of mine if you feel like doing so! You do need to name then like mine tho.

Also try Cave Symphony and Bark Beetle if you like this mod.

You can ask question, give suggestions or report bugs here: Discord

Note: Hey guys, caves and other biomes are probably going to be for another mod, I would love to keep developing on this one but the file size is getting bigger and bigger cause of sound files and I would hate to get stuck mid development by size limit. K love yall bye <3

 

ROADMAP:

(and notes to self)
  • Refine forest detection algorithm. Add detect ponds, srhubs for insects like mosquitoes and more.
  • Figure out a way to make sounds trigger even in indoors conditions, and very tall forest trees.
  • Indoor sounds trigger witha muffled effect.
  • Stronger winds increases wood creak sound rate and decreases bird sound rate.
  • Add more fauna sounds. (Frogs and insects sounds etc..).
  • Add flora ambience (wood cracking etc... This one is not even that necessary Vintage story already does a pretty damn good job with ambience)
  • specific sounds for specific seasons and forest types.
  • Expand to other "biomes". Plains, sand/gravel deserts etc.. (they'll have a standalone mod for each)
  • Fine edit sounds. (Clean audio and remove background unwanted noise and other minor inconveniences that comes with free audio effects)
  • Add config file with ability to add, tweak and customize sounds for user preference.
  • Enclosed spaces with vessels (cellars) produces rat noises. (For another mod)
  • Cavern Ambience: Dripping water, Distant rock falls etc. (For another mod)

 

check out my other mods here:

SaltyWater

   

 

 

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.0.2
1.20.0 - 1.20.3
6289 Feb 20th at 2:05 PM ForestSymphony_1.0.2.zip 1-click install

 

  • Added a quick “deep water. If there’s a large cluster of water, skip the full BFS entirely.

  • Also tied that check to seeing if the player is actually standing on or above water (for boats).

  • ignore submerged water blocks and only pick up “surface” water

  • This drastically reduced the number of blocks processed in large lakes or oceans.

  • Clamped the BFS interval so it can’t run below 100 ms.

  • Removed per‐block debug logs (like “Skipping X, Y, Z”) and replaced them with a single summary line.

  • after identifying the first valid pond, it immediately break out of the loop and skip scanning any more for that BFS.

  • Ensures we only detect one pond per BFS pass, significantly reducing overhead

 

1.0.1
1.20.1 - 1.20.3
1882 Feb 14th at 4:27 PM ForestSymphony_1.0.1.zip 1-click install

tweaked bird sound distribution logic:
Bird Sound is more widely spread for forests to feel more "spaced out"
Birds will prefer to trigger distant away from the player
leaves directly above the player vertically or horizontally  will be ignored.

tweaked default bird sounds check interval

tweaked default bird min and max sound queue

1.0.0
1.20.0 - 1.20.3
694 Feb 13th at 11:46 AM ForestSymphony.zip 1-click install
  • All sounds passed to the ambient slider.

 

  • tweaked indoors system
    • increased lowering volume indoors
    • decreased lowering pitch indoors

 

edited bird_1
edited bird_2
edited bird_10 now its woodpecker_4
replaced bird_7
removed bird_5
added owl_6
added potoo_ 1 and _2
bird_6 renamed to cuckoo_1
added cuckoo_2
added crossbill_1 and 2
added tawany_1
added heron_1
added sunbird_1 and 2
added chickadee_1 to 3
added parrot_ and 6
added hornbill_1
added magpie_1
added raven_1 and 2

 

Configs

  • rearanged config options entirely, sections now separated by sound type. Much more fluid.
  • Added more config options for the config file

Tweaks

  • Y range for bid check reduced.
  • Leaves threshold for bird check greatly increased
  • increased even more pond sound distace.
  • increased up bird and pond sound volume.


modinfo changed to "requiredOnClient": true,
so now mod is downloaded automatically.

performance

skips checking blocks directly above the player to squeeze some performance.

Seasons

Solstice/equinox system implemented.
Seasons now properly scale based on the world’s year length (whether it's 9-day months or 30-day months).
Seasons now transition dynamically based on the world's year length instead of fixed months. This ensures that equinoxes and solstices occur at the correct times, making seasonal changes feel more natural regardless of custom calendar settings.

Temperature

Temperature system implemented
Bird sounds now divided into 4 lists.
2 lists for day/night hot climates
2 lists for day/night colder climates
If temperature above 30º then queue will fetch sounds from hot climate list
if temperature below 15º then queue will fetch sounds from the cold climate list instead.
If temperature between 15º and 30º then a the mod will define a mix queue with sounds from both.

Added insects sounds.

Insects are tied to ponds, tall grass, leaves and bushes.
humidity and temeperature will bring insects.
If near a body of water and temperature above 20, insects will start buzzing in your ears.
Insects also follow pond sounds now.
Once a pond sounds is queued a insect pond sound will be queued near it!
Insects also have a chance of buzzing in your ears if you're stepping inside leaves or bushes

 

And finally! Vers 1.0.0

I could finally mark everything in the roadmap and I'm very happy with how the mod turned out!!

Performance, Sounds, Systems, Customization. Everything done with love!

Thank you for the support too!

0.1.10
1.20.0 - 1.20.3
966 Feb 8th at 1:36 AM ForestSymphony_0.1.10.zip 1-click install

quick basic update to ponds:

Added Wind check for ponds.

Pond sounds now have a % chance triggering based on how strong is the wind.

Added config for Pond wind chance.

Added some more bird sounds.

Rearranged assets folder.

 

I wanted to get wind out of the way cuz next update is going to be big, I intend to include temperature checks and insects!

0.1.9
1.20.0 - 1.20.3
783 Feb 5th at 12:31 PM ForestSymphony_0.1.9.zip 1-click install

WIND EFFECT FOR BIRDS!! PLEASE UPDATE CONFIGS!!

  • Pond sounds now only trigger if the pond is connected to soil, sand or gravel blocks, if they're not connected to stone blocks and if they have direct access to sunlight. (this prevents unintended triggering in caves and in the middle of oceans)

  • pond radius detection increased. No performance impact has been observed.

  • bird radius detection increased. No performance impact has been observed. And indoors now feels much more natural.
  • tweaked birds cooldown crancked up

  • removed queue reseting cooldown if no sounds available. (preventing bird sounds spamming)

  • tweaked minimun distance between leaves a bird sound can play. 

  • removed queue ability to surpass that if no leaves are found.

  • Lastcheckedposition also crancked up to boost performance.

  • delay for triggering bird sounds decreased.

  • increased range for scanning leaves but decreased lastcheckposition to 10, wider scan but fewer BFS triggers.

  • implemented cooldown for each sound in birdsounds that cannot be overriden by queue no more. Bird Sounds won't be repeating so often being annoying. But still let's a chance to a sound to play when all sounds are on cooldown preventing too much silence.

  • Bird sounds are now calculated to spread more evenly around the player. IF enough leaf blocks are provided.

  • Added wind multiplier for bird sounds.
    bird sounds are now dynamically calculated based on wind speed.

  • added config for bird sounds and wind multipliers.
0.1.8
1.20.0 - 1.20.3
318 Feb 4th at 8:13 PM ForestSymphony_0.1.8.zip 1-click install

SEASONSSS!!!

UPDATE YOUR CONFIGS!!

This update brings:

Seasons multipliers:

    • Now each season has multipliers for sounds, they'll dictate how often and how much sounds play.

seasons multipliers added including:

  • bird checks depends on seasons

  • bird sounds queue depends on seasons

  • pond checks depends on seasons

  • ponds sounds queue depends on seasons

  • added configs for full control over the seasons multipliers.

Wind Speed detection:

    • Now tree creakyng noises are based on wind speed. Higher wind speeds means higher creaking noises, using linear interpolation.

Wind speed added including:

  • Log tree checks now depends on wind speed.

  • Added configs to control how much the speed multiplies or divides the check.
0.1.7
1.20.0 - 1.20.3
364 Feb 3rd at 7:38 PM ForestSymphony_0.1.7.zip 1-click install
  • Falling tree debugging now respect config.

  • Added config for falling tree effect cooldown.

  • Falling tree volume passed to the config.

  • Falling tree will only trigger if there's bird sounds playing on the respective tree.

  • Falling tree will stop every bird sound in the area for a brief moment.

  • Fallingtree sound now doesn't trigger on naked trees.
0.1.6
1.20.0 - 1.20.3
380 Feb 2nd at 6:40 PM ForestSymphony_0.1.6.zip 1-click install
  • Replaced creaky-tree, _1 and _2
  • Replaced some pond sounds for clean ones.

  • Replaced some bird sounds for clean ones.

  • Cleaned and edited other audios.

  • Slightly increased leaves and pond check radius to accomodate for indoors sounds.

  • Default volumes in the config altered. (my dumb ass didn't knew vs cap sound volume to 2).

  • Added falling trees startling birds soundeffects.
0.1.5
1.20.0 - 1.20.3
530 Feb 1st at 3:12 PM ForestSymphony_1.0.5.zip 1-click install
  • Performance improvement now creating birdCheck, pondCheck, and treeLogCheck only when their features are enabled in the config, reducing unnecessary memory use.
  • Optimized block detection logic in all checks by caching IBlockAccessor before iteration loops to reduce redundant API calls and get some performance.
  • Optimized sound detection by caching blocks and offloading checks to a separate thread. Sounds now trigger smoothly without unnecessary lag, especially in forests and near water!
  • Added indoors sound muffling.
0.1.4
1.20.0 - 1.20.3
419 Jan 31st at 12:15 PM ForestSymphony_0.1.4.zip 1-click install

Additions

  • Added indoors sounds triggering. Now you can hear birds chirping while cooking inside your home :). (note to self: Let's try to make indoors triggers and change current playing souds with a "muffled" effect. in the next update. Put that on road map!)
  • Added config file for enabling disabling each individual sound check.
  • Added config files for setting volume and sound range for each category.

Optimization

  • removed forest floor check, now each check runs independently from each other. Not only this allows sounds to play outside of forests but it is much more suitable for debugging. Speaking of it..
  • improved debugging and added a config to set it off.
  • tweaked minimal distancebetween bird sounds to 15 blocks.
  • skipping air blocks now, squeezes a bit of performance out of the logic.
  • checks now are separate into their own
    classes (note to self).
  • optimized uneccessary string operations on leaves, water and logs detection, now using FirstCodePart() (note to self)
  • Leaves, logs and water blocks suitable for playing sounds are now stored in a hashset instead of a list. (note to self)
0.1.3
1.20.0 - 1.20.3
383 Jan 30th at 2:52 PM ForestSymphony_0.1.3.zip 1-click install
  • replaced bird_7 nightime
  • added pond detection. pond logic checks for a 3 by 3 grid of water nearby
  • added daytime pond sounds
  • added nighttime pond sounds
  • added log detection. tree log logic checks for log blocks near the player, has a huge cooldown.
  • added tree creaking sounds!
  • increased all sounds distance.
  • merged bird logic into a unique class. (note to self)
  • added position track so bird sounds do not play too close to one another.
  • added birds last sound player track so bird sounds do not repeat too often.

 

0.1.2
1.20.0 - 1.20.3
281 Jan 29th at 4:39 PM ForestSymphony_0.1.2.zip 1-click install
  • Increased leaves search radius. Now forests with open areas do not go quiet all of a sudden.
  • Added soil, sand and gravel for the forest floor check. This includes some forests that are generated on sand/gravel floor.
  • Forest checks now start after the world is fully loaded preventing bottleneck in world loading.
  • Replaced bird_7 sound.
  • Added and renamed nightjar sounds
  • Added owl sounds.
  • Sounds now trigger directly on leaf blocks instead of a random position. If there's no leaves blocks around sound skips. This prevents sounds triggering inside caves and sounds playing in the air following the player when it leaves a forest!
0.1.1
1.20.0 - 1.20.3
297 Jan 28th at 3:18 PM ForestSymphony_0.1.1.zip 1-click install
  • Now Each sound’s position is calculated dynamically when the sound is about to play using the player’s current position.

  • Sounds adapt their position dynamically based on the player’s movement.
  • lower tick count for triggering algorithm. Didn't noticed any performance impact with 40 mods loaded! But more testing is required!

  • moved logs from warning and notification to debug.

  • Forest check now is skipped if there's still sounds queued for playing - this prevents a lot of sound clustering and overlapping but it does significantly reduce sounds played! Note: Maybe a quick check for very dense forests to disable that.
0.1.0
1.20.0 - 1.20.3
159 Jan 28th at 3:11 AM Empty ForestSymphony_0.1.0.zip 1-click install

179 Comments (oldest first | newest first)

💬 CleverMagpie, 7 hours ago

@Marlim I live in a cold-temperate place with high moisture and frequent wetlands and mosquitos are absolutely loud as hell. It probably depends on the species but where I come from you can hear them from a small distance and when they swarm it is the worst sound you could ever imagine. Like the hum of industrial machinery but pitched up x1000 and a bit quieter haha

💬 SaltyWater , Jul 1st at 1:31 PM

Guys you can lower the startled birds when chopping down a tree with this variable inside the TREE LOGS category in the configs:

FallingTreeVolume": 1,

Ducky_

badtigra

 

💬 Marlim, Jun 20th at 1:30 AM

In fact, I live in a tropical place and I can confirm that mosquitoes are not that noisy, they usually bite your legs and arms, and they don't make any noise, you can only hear them when they pass close to your ear at night when you go to sleep, and it depends on the season.

💬 Ducky_, Jun 17th at 10:19 PM

@badtigra if you use the Accessibility Tweaks mod, you can mute that sound specifically, in which case the sounds to mute are forestsymphony:sounds/tree/startled_1.ogg, forestsymphony:sounds/tree/startled_2.ogg, and forestsymphony:sounds/tree/startled_1.ogg

💬 badtigra, Jun 16th at 3:08 PM

when i fell a tree, there is a sound where birds fly off and the tree falls. the problem is, this sound plays at max volume and is incredibly deafening. does both sounds (falling tree and birds flying away) fall under "treesoundvolume"? there is also falling tree volume, but it's already at 1. so i'm not sure if .5 is a valid decimal for that volume config, my visual studio client shows it as invalid.

 

i like the sounds, but that currently is just far far far too loud

💬 JustaKobold, Jun 10th at 5:32 PM

30 days, its late december and its been frozen and snowing for a while. it may have been the tail end of autumn. doesnt feel like it though...

💬 SaltyWater , Jun 10th at 2:02 AM

JustaKobold

So it's probably autumn?

what are your world settings? 30 days? 9 days?

If is set to 0 pond sounds won't trigger in the specified season.

💬 JustaKobold, Jun 10th at 1:42 AM

Well i checked the config and i dont mind the bird sounds in winter but i get the pond sounds and those are set to 0 as default. so im not sure whats happening there.

💬 SaltyWater , Jun 7th at 4:47 PM

JustaKobold

yes in winter the overall activity is reduced but you can set it to 0 in the configs!

💬 JustaKobold, Jun 7th at 4:07 PM

I love all the ambient sounds, but i am in winter and my ponds are croaking and insects are chirping in trees and it just ruins the immersion, is there a way to configue it to not work in winter? 

💬 SaltyWater , Jun 7th at 3:20 PM

Lich

It's intended for logs to produce ckreaky sounds!!

 

💬 Lich, Jun 7th at 1:34 PM

Considering people use logs a lot in construction, it might be worth moving the sound-generation spot to branchy leaves or something?

💬 SaltyWater , Jun 6th at 7:08 PM

badtigra

yeah, sorry. you're gonna have to disable it. It doesn't differentiate player placed logs from naturally generated ones.

💬 badtigra, Jun 6th at 6:47 PM

trying out this mod currently and my home uses lots of logs in its construction, so there are some sounds. i don't want to disable this entirely because i think it would be cool to hear in the forests, but don't really want to hear it in my home haha. are there any settings you'd recommend i configure or should i just disable sounds for tree logs outright?

💬 SaltyWater , Jun 5th at 11:44 PM

Travisplo

What? 😳

💬 Travisplo, Jun 5th at 11:36 PM

I think this mod might be making trees make explosions? It sounded like Meteoric Expansion was constantly going off. Testing it now to see if this was actually the culprit.

💬 SaltyWater , Jun 5th at 4:09 AM

Nastel

Yep, Sound engine shenanigans. :p

💬 Nastel, Jun 5th at 1:35 AM

SaltyWater
It's a lot of this:

3.6.2025 18:54:03 [Warning] OpenAL Error during setvolume(val) of sound forestsymphony:sounds/day/birds/woodpecker_3.ogg: InvalidName
3.6.2025 18:54:05 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/waterwaves.ogg: InvalidName
3.6.2025 18:54:05 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/waterwaves.ogg: InvalidName
3.6.2025 18:54:08 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/waterwaves.ogg: InvalidName
3.6.2025 18:54:10 [Warning] OpenAL Error during stop of sound rustboundmagic:sounds/effects/spellcastchanneling.ogg: InvalidName
3.6.2025 18:54:13 [Warning] OpenAL Error during setvolume(val) of sound forestsymphony:sounds/day/birds/chickadee_3.ogg: InvalidName
3.6.2025 18:54:14 [Warning] OpenAL Error during stop of sound rustboundmagic:sounds/effects/spellcastchanneling.ogg: InvalidName
3.6.2025 18:54:19 [Warning] OpenAL Error during setvolume(val) of sound forestsymphony:sounds/day/birds/robin_2.ogg: InvalidName


Thousands of times over

💬 SaltyWater , Jun 3rd at 10:37 PM

Nastel

 

This mod is not server side, can you show me the errors?

💬 Nastel, Jun 3rd at 10:36 PM

Can we get an update for 1.20.11 please, I love this mod but it seems to be throwing up a lot of errors potentally causing lag issues on my server.

💬 SaltyWater , May 31st at 6:41 PM

Takarias

Yeah no, it's intended. The startled sound is not mono, its supposed to be in stereo! I added a panning effect to the stereo audio from the startled samples. They're not in 3D spaces but actually triggered for the player.

The same for insects sounds, all stereo 😁

💬 Takarias, May 30th at 1:04 AM

Coming from a comment on Cave Symphony, I also find the startled birds to be extremely loud, like Gapplepie1985. I did a little digging into the files and found that sounds\tree\startled_1.ogg, sounds\tree\startled_2.ogg, and sounds\tree\startled_3.ogg are all in stereo when they probably shouldn't be (since they're occuring in 3D space within the game). Additionally, sounds\tree\startled_1.ogg is clipping really badly, and that's probably the one that's doing it. Open it in Audacity and it's shooting well over threshold.

I also noticed that everything in sounds\insect is in stereo, though I'm assuming these are intentional, as I think they are emitted 'attached' to the player when walking through bushes, is that right? These sound like binaural recordings and I think they're a good addition. I'll probably tweak them a little lower in the config, though :)

💬 NeoB, May 29th at 1:11 AM

this mod is almost mandatory if you want a more immersive experience.

💬 Gapplepie1985, May 11th at 5:07 AM

Hi! Can we have a volume config option for 1.20.4 for the startled bird sounds? They're VERY loud and i don't want to turn down all the tree sounds just to turn that one sound down. Thanks!

💬 crumps, May 10th at 1:48 AM

Ok i Tried it out and I can't imagine not playing with this on. The only thing I could ask would be a wee bit of compression or balancing on a handful of the audio samples, namely the buzzing fly in your ears (i LOVE the concept its just overwhelming tho... +1 for realism cuz my god I start smacking around IRL sometimes)

 

and its like... a monkey howl? or something like that? some kind of howl is also louder than almost all the other samples. other man you are KILLING it and I use a lot of your other mods!

💬 Antar, May 9th at 8:36 AM

Been testing this mod out for a few days now and I gotta say it's too good. Forests feel so alive the game is now actually unplayable without this mod. It's just a joy to walk around forests now. I can't wait for the possible other sound mods you're thinking about in the roadmap.

💬 crumps, May 8th at 8:29 PM

Does this mod just add more ambience to the world or remove anything at all, or possibly replace any other ambience other mods add? This is so wonderful, just double checking its compatibiliy :)

Edit: ah I see petrichor's comments about ancient tools. Luckly don't use that one but good to know

💬 petrichor, Apr 18th at 5:23 PM

Thank you for the response.

I found the issue, it was actually with the Ancient Tools mod.  Turns out that there was a nasty bug where if you placed a debarked log, it would add a pair of sounds for each block, with "playing" set to false (thus player couldn't hear the sound).  These were a pair of sounds to deal with the log splitting mechanic with wedges.  Problem was, these would persist, and occupy a pair of slots in the sound queue, counting against the 250 concurrent maximum.  The newest build of Ancient Tools resolves this problem, so it can be disregarded.  Hopefully someone else who runs into this can benefit from my findings since they'll likely suspect this mod, or any other, which adds sounds to the game.

💬 SaltyWater , Apr 16th at 11:54 AM

petrichor Yep, this is VS sound engine doing sadly! :(

 

💬 petrichor, Apr 6th at 10:32 AM

I am getting this:
6.4.2025 03:27:43 [Notification] Play sound thecritterpack:sounds/creature/sparrow/housesparrow-chirp-02.ogg skipped because max concurrent sounds of 250 reached (3 more skipped)

Is there any way to increase the number of concurrent sounds?  I don't think that I have anything too outlandish going on, but the game seems to skip a lot of sounds.  often, i hear almost nothing other than music and maybe some ambient sounds (wind) but messages similar to this are spamming my logs despite me not hearing any entity sounds.  I suspect that there might be a bug with this mod and maybe hundreds of audio files are being played at near zero volume where i can't hear them in my headphones.  Without any way to debug this (showing id/number of audio sources, etc), it is hard to narrow things down.

*edit*

my apology, i posted the wrong log entry here.  I am getting errors related to both this package as well as the critter pack.  i suspect that the two mods are incompatible with one another as they push the number of concurrent sounds above the 250 limit which does not appear to be configurable.  I suppose this can be disregarded, but others might run into similar problems.  it is also possible that there is a bugged entity that is generating a lot of sounds and which is triggering this problem, but without any way to view the active sound events in VS via debugging tools, it is likely going to be impossible to narrow this down. :(

💬 Kelemvore, Mar 27th at 9:16 PM

ya, the cicada and frog sounds and whatever buzzing is still way too loud right out the box. i removed a lot of them.  Love the mod though. brings life to the game where it was needed. just overbearing with the volume of the insects.

💬 WickedSchnitzel, Mar 26th at 10:41 PM

Can you remove

"side": "client",
"requiredOnClient": true,

 

so that a server can force a client to download this?

💬 SaltyWater , Mar 10th at 1:50 PM

DarkThoughts I did use audacity to clean up audios the best I could.

💬 DarkThoughts, Mar 10th at 12:01 PM

Are there plans to clean up the white noise in some of the audio files? I can often hear the noise play long before the actual audio, like the bird cackling. Tenacity / Audacity can do noise removal just a few quick steps.

💬 Zova, Mar 8th at 7:48 PM

For anyone interested in removing the insects buzzing into ears sounds:

An easy way to get to the mods folder is to simply start Vintage Story, and head over to the mod menu in the main menu. There you will find a button on the bottom of your screen that will bring you to the folder :)

Now that you're here within the Mods folder, find your Forest Symphony .zip folder and open it. You will be able to find the sound files you want to remove within the assets folder.

assets

Once you open the assets folder, open the forestsymphony folder. Within you will find the sounds folder. Within you will find the insect folder.

sounds

I suggest deleting every sound within the insect folder except "insect_8.ogg"

this and "insect_5.ogg" are the only sounds where an insect does not fly into your ear horrifically. With insect_5 doing a close drive by but not exactly an ear explorer like the other ones, and insect_8 is not a flying insect at all.

💬 Chumber, Mar 3rd at 8:55 PM

Love this mod but share the discomfort from the buzzing fly/mosquito sounds. Gives me flashbacks to My Summer Car. Almost uninstalled the mod the moment I heard that, will probably just delete the file.

 

Only other thing "wrong" is that my house is framed with logs and constantly creaks like a tree in the wind. Not really a problem, it's kinda funny, but you may want to adjust the parameters around that sound playing.

💬 NeoB, Feb 24th at 4:13 PM

The best environmental mod so far

💬 Marlim, Feb 23rd at 10:43 PM

I loved the mod, but I found the mosquitoes to be very annoying, I would love for there to be a way to disable them, or perhaps remove them.
The mosquito sound reminds me of the sound effects from the game Plague Inc, it's a bit uncomfortable.

💬 icesharkk, Feb 22nd at 1:56 AM

the buzzing fly is too high volume imo. i think im going to remove the audio file. or replac eit with a silent one.

💬 SaltyWater , Feb 22nd at 1:11 AM

LadyEdain 
Maybe, insects like cicadas are part of the pond sounds, insects like flies or wasps are from the insects sounds.

💬 SaltyWater , Feb 22nd at 1:10 AM

TeaJay0 
blackmage62 

Hey!! Please check the description!!

💬 blackmage62, Feb 22nd at 12:53 AM

Really cool mod, but I would love an individual sound adjustment option. I don't mind the frogs but I hate the mosquitos, for example.

💬 TeaJay0, Feb 21st at 5:21 PM

Is there some way to turn individual sounds off? The mosquito one and the incredibly loud tree falling sound are really obnoxious but I'd like to keep the birds, for example.

💬 LadyEdain, Feb 20th at 11:49 PM

I love all the sounds except that one fly that's really loud and seems to be frequent (maybe that's because I have two ponds on either side of my base?). Is that part of the pond sounds? I love the other pond sounds, though, like the frog song, so I don't want to lose it or turn it down.

I also like the cuckoo sounds. We don't have those where I live, so it's a novel sound, but instantly recognizable. I found myself singing a medieval song about cuckoos that's lived rent-free in my head for about 32 years now while walking around my world. LOL.

💬 SaltyWater , Feb 20th at 8:19 PM

TeaJay0 you go to VintageStoryData\ModConfig

There you'll find every config file for your installed mods, including forest symphony.

You can also use the ambient slider inside the game sound config to lower the mod volume.

💬 TeaJay0, Feb 20th at 7:59 PM

How do you config this (and other mods)? There's nothing in-game, if I click Mods folder there's only a few files like modinfo.json and none of them have any config.

Some of the sounds are just way too loud and I'd like to adjust it.

💬 Indaryn, Feb 20th at 4:11 PM

Awesome!! Thank you so much :D

💬 SaltyWater , Feb 20th at 2:06 PM

LadyEdain 
Indaryn
Sorry for the delay, I think you guys can safely travel in waters now! 🤠👌

💬 Larrian, Feb 20th at 8:13 AM

Loving the mod! Not sure whether this is something you'd be comfortable with, but I think it'd be great if the numbers and names of sounds weren't hard-coded. While we can replace and remove sounds, being able to explicitly add new ones would be great. Even if they need to be defined by the user in the config file (with the audio files themselves perhaps being in a 'user' folder of the mods asset directory) - eg. 'crow_1,' 'exotic','day','bird' (could specify both climate types as well I assume). It'd be great for users to add and remove sounds without limit. Alternatively, creating an open source ambient sound framework for other modders to build off of would be great. Hopefully that wasn't entirely incomprehensible hahaha.

 
💬 Indaryn, Feb 20th at 7:57 AM

I seem to be having issues with swimming as well. Upon checking debug logs, as soon as you move around on water the mod does over 2000 pond checks per second, causing stuttering harsh enough to sometimes reset the player's position on water when using fast moving rafts, stopping inertia entirely. (Game version 1.20.3, Mod version 1.0.1)

For now, setting "EnablePondCheck" to false removes that issue entirely at the cost of losing all the associated ambient sounds.

EDIT: Further testing on a cleared modlist using only this mod, still stuttering in water albeit less noticeable. Had nearly 2800 pond checks over the course of a single second.

💬 LadyEdain, Feb 20th at 3:29 AM

I just started swimming across a large body of water and got stuck underwater. My breath was lessening, so the game was not completely frozen, but I couldn't move or come up for 10 seconds or so. Staying above water was very laggy, but I could still mostly move; going underwater caused movement to freeze for large chunks of time. I remembered reading about this mod having an issue in the water, so I turned it off and got back into the game and was able to swim the rest of the way across the lake without an issue.

I've been in water with this mod before, but this was the first time I was in it very long; every other time I was just in ponds, so time swimming or underwater was limited.

I noticed once before that the sound of insects becomes muted when you go underwater. There must be a connection.

💬 oneil, Feb 18th at 6:56 PM

Hello yes its not working on a server :( could you write the process up in the description for multiplayer servers ? it woulf be great, thanks a lot ! ^^

💬 SaltyWater , Feb 17th at 3:24 PM

Scarletstripe I could not replicate that... I'll do more testing later, can you watch the logs? is there something like spammed pond checks?

💬 SaltyWater , Feb 17th at 3:22 PM

Thranos yes! If you want, remove the required on client and use the side:client tag!

💬 icesharkk, Feb 16th at 8:45 PM

the modinfo.json is missing the client side tag. thats why it isn working unless you put it on the server. if you edit the json and add the line for   "side": "client", then it will work client side again

💬 Scarletstripe, Feb 16th at 2:48 AM

Was setting up a modlist with friends, it had a lotta mods but with testing we couldn't figure out one thing. Any time we would try to enter water, the game would lag and any attemtp to swim lower increased it... We ended up removing this one, Forest symphony, and the problem went away instantly. I know it had stutter issues earlier that seem mostly gone but felt like this is such a specific area/test that it was worth bringing up. 

💬 Thranos, Feb 15th at 7:38 PM

So, after further testing- The mod works in multiplayer but only when the server has it loaded as well, apparently? This is the only way I can get it to function while playing on my server. Unsure why this is, as the server isn't in whitelist/blacklist mode, and this is supposed to be entirely clientside. (Again, to clarify, only v1.0.0+)
SaltyWater

💬 Thranos, Feb 15th at 1:32 AM

I can't believe I didn't think of the cache- that appears to have done the trick! Thanks Salty. The game sounded so desolate without your mod.
EDIT- Still won't work in multiplayer, think I'm just going to have to roll back to an older version :( It appears to be refusing to load the mod, for some reason? The server isn't on mod whitelist mode, and it's not blacklisted, so idk.

💬 SaltyWater , Feb 14th at 10:57 PM

Thranos Look through client logs, in the .json file do ctrl+f and search key words like symphony. delete the mod cache file too. You're singleplayer or on a server?

Make sure there no duplicate ZIP of Forest Symphony on your mods folder too.

💬 Thranos, Feb 14th at 10:02 PM

v1.0.1 isn't working for me either, nor are they working on 1.20.4 stable- I have no idea why all versions except v1.0.0+ work.
It's bizarre, I've redownloaded several times, it just doesn't deploy- no config, nothing. Will have to run more tests to see if I can identify a mod conflict or something.

💬 SaltyWater , Feb 14th at 4:12 PM

AngryOscar This is a old config file. If you played with older versions you probably want to delete your config files and generate a new one.

💬 AngryOscar, Feb 14th at 2:32 PM

 looked in the config, I don't see option for insects

 

"SoundSettingsComment": "Adjust sound volume and range for each category.",
"BirdSoundVolume": 0.8,
"PondSoundVolume": 0.8,
"TreeSoundVolume": 3.5,
"BirdSoundRange": 30,
"PondSoundRange": 30,
"TreeSoundRange": 30

is it pond settings? We do live in the forrest next to a small reed pond and the insect buzzing is almost constant.

 

💬 SaltyWater , Feb 14th at 2:12 PM

Thranos tested on 1.20.3 and the new 1.20.4 and everything works fine.

💬 Thranos, Feb 14th at 2:01 PM

I simply can't get v1.0.0 to work- Singleplayer or Multiplayer, nothing. No sounds, doesn't even generate a config file. - v0.1.10 works just fine though.
Running VS 1.20.r-rc.4

💬 SaltyWater , Feb 14th at 11:53 AM

Nyarc  Last update was huge! 🤣🤣

💬 SaltyWater , Feb 14th at 11:52 AM

AngryOscar Thanks!! ^^ Yup you can change the volume in the configs!!

💬 Nyarc, Feb 14th at 4:24 AM

is dude literally have a whole Google Docs Spreadsheet on every Update

💬 AngryOscar, Feb 14th at 4:16 AM

Love the mod, however the insect buzz iss too frequent and annoying. Anyway I can turn the volume/frequency down on the mosquitos?

💬 SaltyWater , Feb 13th at 9:33 PM

itinerare I know what you're talking about! Is the sound engine loading the sounds dynamically. pay close attention, you'll see a sound comes right after a stutter! I'll see if I can get a way to make the sounds load on worldloading. or something more optimized! :p

💬 itinerare, Feb 13th at 8:47 PM

Yes, little stutters! Thanks for the quick response, and I wish you luck looking into it.

💬 SaltyWater , Feb 13th at 8:35 PM

itinerare Heyy! thanks!! 

by hitches you mean little stutters?

strange, I'll investigate! 🤔

Thanks for the feedback!! 

💬 itinerare, Feb 13th at 7:41 PM

With v1.0.0, I'm consistently seeing repeated small hitches when rafting on water that I'm not seeing when using v0.1.10-- specifically on a river from the relevant mod, if it's relevant.

That aside, it's wild how much of a sense of place this mod gives the environment!

EDIT: From further testing, it seems like it happens primarily further away from shore; if staying close to shore, I notice a small hitch every now and then, but nothing nearly as obtrusive.

💬 SaltyWater , Feb 13th at 4:16 PM

ShyishHazard Thanks! It definitely will! I'm already brainstorming ideas! ^^

💬 ShyishHazard, Feb 13th at 4:10 PM

1.0? very nice! looking forward to seeing an interior/cave sounds mod showing up... somewhere, sometime!

💬 SaltyWater , Feb 13th at 2:01 PM

Pentasis Could probably be it. Besides those warnings the mod seems to run fine!

💬 Pentasis, Feb 13th at 12:59 PM

SaltyWater

It seems there used to be a bug-report for similar errors last year, but it is marked as 'resolved'. So it might or might not be a vanilla bug? https://github.com/anegostudios/VintageStory-Issues/issues/4746

💬 SaltyWater , Feb 13th at 12:39 PM

Pentasis Yep, this is the sound engine I have no idea why it does this :p

💬 Pentasis, Feb 13th at 12:37 PM

Getting a few (non-critical) errors in client-main.log:

13.2.2025 13:24:14 [Warning] OpenAL Error during stop of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:24:22 [Warning] OpenAL Error during setvolume(val) of sound forestsymphony:sounds/day/birds/crossbill_1.ogg: InvalidName
13.2.2025 13:24:25 [Warning] OpenAL Error during stop of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:24:32 [Warning] OpenAL Error during stop of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:24:40 [Warning] OpenAL Error during stop of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:24:45 [Warning] OpenAL Error during setvolume(val) of sound forestsymphony:sounds/day/birds/woodpecker_3.ogg: InvalidName
13.2.2025 13:24:46 [Warning] OpenAL Error during stop of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:24:48 [Warning] OpenAL Error during stop of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:24:54 [Warning] OpenAL Error during setvolume(val) of sound forestsymphony:sounds/day/birds/woodpecker_2.ogg: InvalidName
13.2.2025 13:24:58 [Warning] OpenAL Error during setvolume(val) of sound forestsymphony:sounds/day/birds/woodpecker_2.ogg: InvalidName
13.2.2025 13:24:58 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during start of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName
13.2.2025 13:25:25 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/wind.ogg: InvalidName

💬 AcuteAcid, Feb 13th at 8:50 AM

An instant must-have. Adds so much life to the game and is extremly cozy :> Thank you for your hard work on this!!

💬 SaneStatue, Feb 12th at 11:10 PM

loons and doves would sound nastalgic maybe some crows to.

💬 SaltyWater , Feb 12th at 12:58 AM

Gnomecliff Thanks!! There's a season system, you can tweak the values in the configs for your personal taste! :p

💬 Gnomecliff, Feb 12th at 12:49 AM

Love this mod. Just wish the wildlife like frogs and bugs would quiet down in the winter for a bit more immersion 

💬 SaltyWater , Feb 10th at 8:51 PM

DarkThoughts  Yeah not something I could "fix" tbh

💬 DarkThoughts, Feb 10th at 8:27 PM

I'm so torn on the animal noises... On one hand it's great for the atmosphere - especially nighttime forests are really spooky. But on the other hand it creates those animal sounds in completely empty areas and it also throws you off when you're hunting. But there's not much in terms of actual flying birds yet that could replace the sounds of this mod.

Would be great to also have a config lib menu to edit the settings from within the game.

💬 SaltyWater , Feb 10th at 7:36 PM

Indaryn 😂😂 Thanks! I'm glad you guys are enjoying the mod!

💬 SaltyWater , Feb 10th at 7:35 PM

DaveJustDave hmm maybe I can take a look into it

💬 SaltyWater , Feb 10th at 7:35 PM

bumblebink Yup, already implemented that, it's coming in the next update! 

💬 bumblebink, Feb 10th at 6:49 PM

Could this mod use the ambient sound slider to control the volume instead of the effects slider?

💬 DaveJustDave, Feb 9th at 9:52 PM

This is phenomenal and I love it.

 

I don't know if you take feature requests/patches, but if this could work with the Rivers mod to have a rushing water sound, that too would be phenomenal. Thanks for all your work.

💬 Indaryn, Feb 9th at 1:15 AM

I'm a big fan of these ambient sounds enhancing mods and this one is a superb complement to the 1.20 update. Also experienced the heart-attack inducing bird startled sfx myself a few times until tweaking the settings for it hah!

💬 SaltyWater , Feb 8th at 11:06 PM

rosysyn No probs! you guys have fun ^^

💬 rosysyn, Feb 8th at 10:45 PM

SaltyWater Oh I see! I was looking for a config on the server, but it looks like the config only generates client-side :P Thank you!

💬 SaltyWater , Feb 8th at 10:34 PM

rosysyn set the volume to 0 in the configs :p

💬 rosysyn, Feb 8th at 10:25 PM

One thing we've noticed - there is a specific sound my partner refers to as "the bird jumpscare". This sound plays randomly when a tree is cut down and consists of a loud murder of crows (?) getting startled and flying away. Is there an easy way for me to disable a specific sound such as this?

💬 SaltyWater , Feb 8th at 8:45 PM

Lionion Also If may I recommend you something, you should take a look at View Distance Toggler.

I've made it for this exact situation. I always use it entering dense forests! 🙏

💬 SaltyWater , Feb 8th at 5:04 PM

Lionion Seems okay to me considering forest are already pretty resource intensive in this game. On top of that you're hosting a local server with multiple clients.

You can also always increase the checks in the configs for the cost of mod responsiveness ofcourse. :p

i host a local server for 2 players player including myself and don't get any stutter. Default mod configs, 40+ mods loaded, on a 16gb RAM machine. RAM usage ofcourse is pretty high specially around forests.

💬 Lionion, Feb 8th at 4:38 PM

Have you guys tried running this as a multiplayer host? I swear the performance hitch is noticeable. I'm wondering if it's due to how the checks are made. We live near a wooded area and once everyone is in, I'm almost at 75% ram capacity without the mod and 95% with it (which causes hitching)

💬 Chubz, Feb 8th at 3:12 PM

Hi, thanks for the great mod, but there is one problem i have with it. Logs that was placed by players should not make creaking sounds, its a bit strange at least :)

💬 SaltyWater , Feb 8th at 4:48 AM

Daidoji Yesss! I plan to really delve into the eerie and 'horror' elements of this game with the cave sounds! I want a full contrast between underground and aboveground with the two mods installed. I'm even a bit hesitant because making Forest Symphony and searching through so many sound files has made me start hearing birds, frogs, and owls in my head IRL, I imagine it will be the same for the cave sounds 😆

💬 SaltyWater , Feb 8th at 4:38 AM

taucetifive Yup, I'm trying to optimize it as much as I can since it runs so many check for blocks! ^^

💬 Daidoji, Feb 8th at 4:29 AM

Caves would be awesome, imagining the random drips and ambient spookiness. One of my favorite mods right now.

💬 taucetifive, Feb 8th at 4:23 AM

Lionion it's about the same RAM usage for me on a machine with only 8GB RAM with and without this

💬 SaltyWater , Feb 8th at 3:53 AM

taucetifive hehe thank you! It really is a big project! I'm working hard to make it as optimized and dynamic as possible! ^^

💬 SaltyWater , Feb 8th at 3:51 AM

Metalsoul212 Thanks for the support! ^^ Next one is going to be caves and I am really excited! hehe

💬 SaltyWater , Feb 8th at 3:50 AM

rosysyn Yup! already implemented! ;)

💬 SaltyWater , Feb 8th at 3:50 AM

ThomasJefferson You can also lower the sounds in the effects slider in the game configs or lower it individually in the configs! ^^

💬 SaltyWater , Feb 8th at 3:48 AM

Lionion There's a lot of things running on background. :P

Runs fine on my 16 gb pc with 40+ mods and my 8gb laptop tho.

💬 Lionion, Feb 8th at 3:36 AM

I like it but the amount of memory this eats is pretty daunting. I run 32gb ram and there's 11+% difference with this on and off, it's worrying.

💬 taucetifive, Feb 6th at 4:50 PM

the level of improvement in just a few releases is staggering, this mod is wonderful!

💬 Metalsoul212, Feb 6th at 4:19 AM

Wow the progress on this has been amazing! You did an awesome job, this mod is an absolute must have now! It's crazy how silent the world is without it on. I really cannot wait to hear what you come up with next in this series.

💬 rosysyn, Feb 5th at 7:37 PM

Wonderful work here. I'm curious - do the sounds change per season? My encampment is located near a large pond, and during the winter, I assume things will get much more quiet versus the spring/summer months. EDIT: It looks like this is on the roadmap, but crossed out - I assume this is implemented then :D

💬 ThomasJefferson, Feb 5th at 6:03 PM

I love the progress you've made with this mod since its first version only a few weeks ago 👌
Makes sense to move some things to other mods as this one is only slated for "forest" sounds as the title implies. I can't wait to see (hear?) the next ambient sound mods you have cooking!

My only complaint is a few sounds are a bit too loud. The scattering birds, at least startled_3 with the intense and clear initial wing flapping, is very much too loud while playing with headphones on 😂. Some of the water fauna noises are a bit loud as well, probably all of them but pond1. I've adjusted them to my liking on the OGG files when you release a new version, so not a big deal for me.

Everythign else sounds great and has quickly become expected as I move in and out of forests. It actually now feels like you're walking through a living forest. It's become another must-have mod!

💬 SaltyWater , Feb 5th at 12:34 PM

Bdkanon Thanks!! ^^ Yup it's planned for other mods!! Since this one is geting too big and file size limit could be a problem later on!! :P

💬 SaltyWater , Feb 5th at 12:33 PM

burgertanker 

FrozenOwl 

BulletSponge 

Antar 

Thanks for all the love guys! I'm so glad you're enjoying the mod! I'm making sure to make it feel as natural and dynamic as possible!! <3

💬 Antar, Feb 5th at 9:16 AM

I love nature ambience! Games sound too quiet without it. Also wow, I love how detailed this is. The fact that so many things around you influence what you hear. And the birds scattering after chopping down trees is genious. A must have mod and I can't wait for the other ambience sound mods you have planned!

💬 BulletSponge, Feb 5th at 8:45 AM

Great updates! This has gotta be one of my favorite mods!

💬 FrozenOwl, Feb 5th at 7:10 AM

A fantastic addition I didn't even know I was missing, top quality

💬 burgertanker, Feb 4th at 11:29 PM

Gotta say, I love the new log creaking sounds, makes my winter home sound a lot more cozy!

💬 Bdkanon, Feb 4th at 11:10 PM

This is a blessing!! Now, if there's something like this for seashores, in which we may hear seagulls, I would be in heaven!

💬 SaltyWater , Feb 4th at 4:17 PM

GON Intended behavior! I hardcoded so every log produces the sound, You can increase the checks in the configs :p

💬 GON, Feb 4th at 3:45 PM

Placed wood logs are also making wood creaking noises - makes our primitive log cabin sound a bit silly

💬 SaltyWater , Feb 3rd at 7:42 PM

Lili00000 Yup! You can follow the mod to get a notification of new updates!

💬 SaltyWater , Feb 3rd at 7:41 PM

BulletSponge Hey, there it is ver 0.1.7 😎👌

💬 Lili00000, Feb 3rd at 12:27 AM

I have a question btw, when you update the mod, do we have to download it again ?

💬 BulletSponge, Feb 2nd at 11:51 PM

The new startling birds sound might need a delay or cooldown, I make large tree farms and cutting down multiple trees in quick succession is quite a headache haha

It also activates on trees that have no leaves, which is a bit immersion breaking imo.

Love the mods keep up the great work!~

💬 SaltyWater , Feb 2nd at 8:16 PM

kickitray No probs!! Glad it's working!! Thanks for using the mod! ^^

💬 kickitray, Feb 2nd at 8:12 PM

Thank you for the quick reply. It's working now! 😎

💬 SaltyWater , Feb 2nd at 8:08 PM

kickitray You have 2 ForestSymphony zips in your mod folder.

💬 kickitray, Feb 2nd at 8:03 PM

Got the following Error Message when trying to load 0.1.6:

2.2.2025 20:54:46 [Error] [forestsymphony] An exception was thrown when trying to load assembly:
2.2.2025 20:54:46 [Error] [forestsymphony] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481

💬 SaltyWater , Feb 2nd at 7:08 PM

Thranos Yup, check the configs! you can disable it, or lower the volume, or tweak the intervals, it's highly customizable!!

💬 SaltyWater , Feb 2nd at 7:08 PM

sneezerstein haha thanks! Well, it's not that bad, actually the crickets and bugs from 1.20 goes really well with this mod specially near ponds!! 

💬 SaltyWater , Feb 2nd at 7:05 PM

nacnud Glad you liked it! ^^

💬 Thranos, Feb 2nd at 6:56 PM

The tree creaking seems a bit too frequent- Was standing in my "grove" of four maple trees and it was happening near-constantly. Is there an option in the config that would let me turn it off?

💬 sneezerstein [currently restricted], Feb 2nd at 6:52 PM

why couldn't tyrone just do this instead of making bugs real entities

💬 nacnud, Feb 2nd at 6:46 PM

this mod is awesome

💬 SaltyWater , Feb 2nd at 2:22 PM

SpacemanSpliff Yup, haven't touch underground logic yet! it's on roadmap!

💬 SpacemanSpliff, Feb 2nd at 1:12 PM

not sure if its unintended behavior, but bodies of water found deep underground in caves are emitting pond noises.

💬 SaltyWater , Feb 2nd at 12:41 AM

Kalmorph Nono, this is VS doing. This mod adds only sounds

💬 SaltyWater , Feb 2nd at 12:41 AM

Nyarc haha thanks! ^^

💬 Kalmorph, Feb 1st at 11:13 PM

Hey, does this mod has any critters? Like the tiny, pixel size ones

💬 Nyarc, Feb 1st at 11:07 PM

Hire this guy for Sound Development VS pls

💬 SaltyWater , Feb 1st at 7:24 PM

Asil AMAZING FEEDBACK! Noted!! Thank you so much sir! Hope you have fun with the mod! ^^

💬 Asil, Feb 1st at 7:09 PM

YAY! Silent worlds are boring! Even though the game doesn't have birds, it's still nice to hear them. When you get to prairie sounds, you might want to trade leaf  counts to grass or fruit shrubs. Real prairie can have a half day's walk from one tree to the next in places. Please don't forget the Bob White Quail and Medowlark. Redwing blackbirds and barn swallows are common as well. Just stay away from the prairie owls. They may be the size of a softball, but they will make you believe they are the size of an eagle before they are done with you. Oh, and they travel in packs. Even badgers give up their holes for them. Downloading now!

💬 SaltyWater , Feb 1st at 11:24 AM

Venator_ Hey thank you!! Logs plays creak sounds, but I still need to clean the audios haha

💬 SaltyWater , Feb 1st at 11:22 AM

Vilderos Thank you!! "biomes" are on the road map! ^^

💬 SaltyWater , Feb 1st at 11:22 AM

Lili00000 Hey thanks!! Seasons are on the roadmap ^^

💬 Venator_, Feb 1st at 4:47 AM

Fantastic mod and idea however, it sounds like a bird conservetory in my house because I have a few logs as furniture. can u make player placed blocks NOT emit sounds? otherwise I find this mod unsusable D: 

💬 Vilderos, Feb 1st at 4:14 AM

Lovely! May i suggest some ocean coast sounds? Seaguls and such?

💬 Lili00000, Jan 31st at 10:06 PM

Love the mod!!! But sometimes I hear loud cicadas, but it's winter !!!

💬 oneil, Jan 31st at 8:59 PM

i see what he mean, even if it is client side he wants all the people going onto the server, to be able to download automaticly ^^ i want the same thing haha maybe in config of dedi server 

💬 SaltyWater , Jan 31st at 5:12 PM

disputedname Hey!! sorry not possible! 🤣

You see this mod is specifically built to run on each player's client, checking their exact position and surrounding blocks to trigger sounds dynamically. If this were moved to the server side it would have to handle these checks determining nearby leaves, logs, and water blocks on intervals of seconds for all connected clients. This would not only cause a massive flood of overlapping sound effects depending on the server player base count but also be a performance disaster, as the server would be handling all the logic, constant block math and position checks for everyone and yada yada. Making this work server-side would require a full rewrite of the mod to optimize how sounds are handled globally instead for each client, and even then, it would likely be too heavy for a multiplayer server to run smoothly. :p

💬 disputedname, Jan 31st at 4:49 PM

Could you make this both a server and client side mod? I'd like to add it to a server I'm hosting.

💬 SaltyWater , Jan 31st at 2:39 PM

Pentasis Yup,Wind fading it's planned I forgot to put on the road map! 😆

Yup, I'm aware of the cave thing! I am focusing and polishing the aboveground for now, but I will definitely be making custom logic and custom sounds for underground. Even more so now, thanks to the reverb additions in the new update. hehehehehe

💬 Pentasis, Jan 31st at 1:50 PM

Maybe also make birds go silent (or heavily reduced) with bad weather? (Heavy rain/wind)

Also: underground bodies of water get the pond-sounds. Although those might benefit from additional dripping sounds?

💬 SaltyWater , Jan 31st at 1:41 PM

Kudamas Thank you so much for the feedback and support! I'm doing the exact same more times than I would like to admit! 😂

💬 SaltyWater , Jan 30th at 6:51 PM

Thranos It's a brilliant idea!

💬 Thranos, Jan 30th at 6:49 PM

Haven't yet had the chance to pick this up, but might I suggest making all of the animal noises go completely silent when a temporal storm is on the horizon? It would make them even more ominous.

💬 Kudamas, Jan 30th at 6:25 PM

This mod is beautiful! It has perfectly enhanced the atmosphere of the game. I sit in the forest and just listen. I like to go camping a lot, so when I'm not out in the real wilderness I can at least can listen to it while playing my favorite game. Thank you for making this!

💬 SaltyWater , Jan 30th at 5:38 PM

kickitray Thank you!! Will do! ^^

💬 kickitray, Jan 30th at 4:51 PM

I love the ambience forests now have. Thank you so much and keep on going! 😍👍

💬 SaltyWater , Jan 30th at 4:36 PM

Scribbd Thanks so much! and thanks for help testing it! 🙏

💬 Scribbd, Jan 30th at 4:28 PM

After updating from v0.1.1 to v0.1.2 I am getting an error message: [Snipped]

Looks like you already put out a fix before I was able to finish collecting logs and testing if it was a mod interaction on my side.

Great mod, enjoying your collection greatly.

💬 SaltyWater , Jan 30th at 12:47 AM

Right now I'm in the middle of development of 0.1.3 so far I added ponds detection and ponds sounds day/night (frogs and crickets will be triggering when a pond is nearby), added tree logs detection and creakying trees sounds. And now i'm tweaking some logic!

💬 SpacemanSpliff, Jan 30th at 12:31 AM

Awesome, Your mods are fantastic and Im looking forward to how this one develops. Will you be adding in additional sounds? Maybe crickets/bullfrogs at night among others?

💬 SaltyWater , Jan 30th at 12:03 AM

SpacemanSpliff 🤣 I replaced it from day time in this update and will be replacing from night time in the next one!

💬 SpacemanSpliff, Jan 30th at 12:02 AM

Mod is mostly great, but  bird_7 in the night folder is -obnoxious- to the point that I manually removed that file. Playing version 0.1.2

💬 SaltyWater , Jan 29th at 3:28 AM

Metalsoul212 Hey Thanks for the great feedback!! No probs thanks for helping me test it hehe ^^

💬 Metalsoul212, Jan 29th at 3:02 AM

Great beta so far! Seems to do exactly as advertised. I'll give a little feedback

  1. Some of the ambient animal sounds sound like a predator or an animal getting attacked. It makes hunting very difficult when you think you heard a boar nearby, but it is just a sound effect coming from a tree. If you have the stone age animal mods it makes the paranoia a bit too much. Maybe stick to birds and small mammals/invertebrates and avoid noises of predatory or large animals.
  2. Descending down a mineshaft in a forest causes the sounds to come out of solid stone.
  3. Pine forests that spawn in gravelly biomes don't trigger the sound effects when your only checking for forest floor to determine forests
  4. I feel like making dripping water sounds in a cave would be amazing. Check for depth and/or large amounts of stone. I feel it wouldn't be too difficult to implement from how you claim the current forest system works.

Ultimately I ended up disabling the mod for now mainly because some of the sounds made my paranoia skyrocket haha

💬 SaltyWater , Jan 28th at 10:55 PM

Lodey I absolutely agree!! Thanks!!  

💬 Lodey, Jan 28th at 10:43 PM

Mods like this are badly needed. Thanks so much Salty.

💬 SaltyWater , Jan 28th at 9:33 PM

Nyarc It checks once every second. And it skips checks if there's still sounds to play in the queue, so it's a good balance.

I will be re implementing sounds triggering on leaf blocks now that I managed to make the sound play from the player position.

 

Patahto Yes intended! Since the sounds are played using the API instead of the ambient behavior. 

💬 Nyarc, Jan 28th at 9:23 PM

Im seeing in the Debuglog it checks twice a second for Forest Floors, i think performance wise that doesnt make too much sense, once every 2 seconds should be plenty even if in some cases maybe its gunna delay a second getting into forest.
Id love to see actually sounds playing from Where Log / Leaf Blocks are if thats implementable, so you have an actual sense of the Birds sitting in the Tree, it feels kinda off having the sound come from somewhere in the air where nothing is, especially in sparse forests.
Good idea of a mod though

💬 Patahto, Jan 28th at 5:07 PM

Are the sounds of this mod meant to fall under the Effects sound slider? rather than Ambient? Ideally there'd be a way to configure it with a separate config so that a player's sound setup doesn't get disturbed

💬 SaltyWater , Jan 28th at 11:39 AM

Pentasis Checking for forest floors allows me to aim for forests only for now. I do not spawn entities tho. If there's enough forest floors below the player I then proceed to a check for enough leaf blocks around, if present then the algorithm chooses a random number of sounds to play based on the time of day, and assign a queue delay for each. When the delay is over it then plays the sound in a random block +y5 to +y6 above and in a random position 10 to 30 blocks away from the player for that position fetched with the forest floor check. This block can be anything, leafs, logs, air etc..
Before that I also did played the sounds only in the leaf blocks the algorithm fetched before to proceed with the sound trigger logic, but it was capping the sounds too much. It feels much more natural and immersive letting it choose a random block in a random position above the player! At least for Bird sounds! I intend to do almost the same for insects and small animal sounds! But instead checking  for water or tall grass, leaf blocks on the player Y level for shrubs etc.. 

💬 SaltyWater , Jan 28th at 11:26 AM

WickedSchnitzel Yes it is planned!

💬 Pentasis, Jan 28th at 11:02 AM

Interesting. I am working on a similar mod (mostly for myself, might publish in the (distant) future). My approach has been to spawn a few "invisible" entities in leaf-blocks based on Temp, Light, Forrest, etc. this allows me to check for tree/shrub density, "biome", daytime and season. The added bonus is I get orientation & distance variation in the sounds. Can I ask why you are checking for forestfloor? Is that less resource intensive? If so, how will you check for other situations? I am currently looking for a way (using standard entity-json) to spawn seagulls at the coastline. I fear I must have them spawn in saltwater as I fail to find a better solution. But perhaps your approach yields a better one?

💬 WickedSchnitzel, Jan 28th at 8:29 AM

Will this respect seasons? Like less or other sounds in winter.

💬 SaltyWater , Jan 28th at 5:02 AM

Cruso Heyo! thanks!
Yes I do! But will come later in development since it requires lots of real life fauna research and I also haven't fully explored the extense of Vintage Story "biomes"

💬 Cruso, Jan 28th at 4:56 AM

Love the idea, can't wait to test it later this week. Just curious are you planing to adapt the soundscape to the type of forest? A pine forest, for example, has a vastly different biodiversity than a birch grove, or would that go beyond the scope of the project?

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