Mods / Sound Physics Adapted
- Tags:
- Author:
- Nyarc
- Side:
- Both
- Created:
- Aug 14th at 2:49 PM
- Last modified:
- Aug 21st at 4:30 PM
- Downloads:
- 1696
-
For testers (for Vintage Story 1.22.0 - 1.22.7):
soundphysicsadapted_v0.2.6-dev.8.zip 1-click install
Sound Physics Adapted gives Vintage Story real acoustics.
Walls muffle sound. Caves echo. Rain and Wind comes through open spots / windows, positionally.
Hey Guys. This mod has been in private development since 03.2026 , prereleased as .dev on the Discord. I never that the courage to upload it, as I wanted to make this mod as stable and bugless as possible, as it changes core audio features.
Think of it has the Equivalent to "Sound Physics Remastered"
All sound processing is Client Side.
Mod is: universal - though - if installed on server, additional patches for syncing resonators "Pause / Resume" behaviour are enabled server-wide.
- Occlusion. Blocks between you and a sound remove volume and high frequencies.
- Reverb. The room around a sound decides the echo.
- Sound paths. A blocked sound moves to the opening that you hear it through.
- Weather. Rain, wind and hail play at the openings near you.
- Thunder. Tweaked Thunder distance and VFX effects.
Thunder will no longer be audible when inside a shelter above sealevel.
Install
- Click 1-click install, or download the ZIP file above.
- For a manual install, put the ZIP file into
VintagestoryData/Mods. - Start the game.
The mod makes its configuration files at the first start. You do not have to set anything.
Features in detail
Occlusion
The mod traces a ray from each sound to your ears. Every block on the path removes volume and high frequencies. The material decides how much. Stone blocks more than wood. Wool and containers block more than a fence.
Doors, gates, hatches and glass panes use their real state. Open a door and the sound is clear at once. Close it and the sound goes dull.
Chiseled blocks and slabs occlude by their true volume, not as a full block.
Reverb
The mod sends rays from the sound source and measures the space around it. Size and material give the echo. A cave rings. A small cellar sounds tight. Open ground stays dry.
Four reverb slots run at the same time, so sounds in different spaces keep their own echo.
Sound paths and repositioning
A wall between you and a sound does not stop the sound. The mod looks for an open path around the wall. If it finds a door, a window or a gap, the sound comes from that opening.
Sounds around a corner lose treble by the angle of the bend. Sounds in a fully sealed space stay dull and dry.
Weather
Rain, wind and hail are not a flat layer over your head. The mod finds the openings near you and puts the weather sound at each one. A window on the north wall makes rain come from the north.
Your shelter level controls the volume. The change is gradual, not a switch. Wind sounds move to roof height at a sky opening.
Thunder
Each strike gets a direction above the horizon and a distance up to 1000 blocks. Distant thunder is deeper and quieter. Indoors, the mod muffles the crack and keeps the rumble.
Distance and air
Sounds carry farther than in the base game, because walls now stop them. Distant sounds lose treble through air absorption. Every value is in the configuration file. Set the multiplier to vanilla values if you want the old range.
Blocks and other mods
Resonators keep the correct sound through pickup, placement and world reload. With the CarryOn patch, you can carry a resonator that plays.
Other mods can change occlusion and material values at runtime through the mod API.
Debug
Type .sp in chat to show all commands
Type .sp viz in chat for multiple debug views (WIP)
Configuration
The mod writes two files into VintagestoryData/ModConfig:
soundphysicsadapted.jsonfor the audio behavior and the performance limits.soundphysicsadapted_materials.jsonfor the occlusion and reflection value of each material and block.
With the ConfigLib mod you can change the settings in game.
Useful values for performance:
MaxSoundsPerTicklimits how many sounds the mod updates in one tick.EnableStaticSoundCachelets sounds that do not move skip their raycast.EnableDistanceModelOverridesturns the range and air absorption changes off.
An old configuration file updates itself after a mod update (Thanks for Dana for guiding me towards their Config Update flow)
Compatibility
| Vintage Story 1.22 | Mod version 0.2.3 and later |
| Vintage Story 1.21 | Mod version 0.2.2 and earlier |
| Client | Required |
| Server | Not required |
| Multiplayer | Works. Only the client with the mod hears effects |
| CarryOn | Compatible. Extra patches for carried resonators |
| Medieval Expansion | Compatible. Extra patches for doors and gates |
| ConfigLib | Optional. Adds an in-game settings screen |
| Cave Symphony, Forest Symphony | Tested |
| Wildcraft, Wildgrass | Supported. Plants occlude by their volume |
| RPVoiceChat | API merged on RPVoice since 2.6.1 |
Report a problem with another mod in the comments or on GitHub.
Known limits and planned work
Known limits
- A sound that starts while the world loads plays without the filter for about one second. The fix is in work.
- A door and a window closer than 3.5 blocks to each other can merge into one weather source. The direction is then between them.
- The reverb can change in a step when you walk over an internal cell border.
- A chiseled block with a hole can still block sound. The collision shape of the block decides this. Test coverage is thin here.
- Dense geometry costs CPU time. The mod limits the work per tick, so distant sounds update more slowly under load.
- Custom sound replacement for Thunder is off currently..
Planned
- Attach the filter during the world join, so no sound starts wide open.
- Thunder VFX Adjustments / Sound Replacement System eg. Rain / Wind
- Blend the reverb between neighbor cells to remove the step.
- Cache the reverb of a sealed room until a block changes.
- Ready-made performance presets that you drop into the configuration folder.
AI Disclaimer
This project is written with help of AI.
I give the ideas, the acoustic design and the direction and then do debugging and testing manually.
My background is media design and have been developing various projects for about 14 months. Audio Engineering is a thematic i adored
alot over my last decade and got me inspired to start creating this mod.
Links
The mod follows the idea of Sound Physics Remastered for Minecraft. The code is new and specific to Vintage Story.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.2.6-dev.8 | soundphysicsadapted | 807 | Aug 21st at 4:30 PM | soundphysicsadapted_v0.2.6-dev.8.zip | 1-click install | ||
|
## [0.2.6-dev.8] - 2026-08-21 ### Changed | |||||||
| 0.2.6-dev.7 | soundphysicsadapted | 25 | Aug 21st at 3:54 PM | soundphysicsadapted_v0.2.6-dev.7.zip | 1-click install | ||
|
## [0.2.6-dev.7] - 2026-08-21 ### Fixed ### Changed ### Performance | |||||||
| 0.2.6-dev.6 | soundphysicsadapted | 214 | Aug 19th at 6:30 PM | soundphysicsadapted_v0.2.6-dev.6.zip | 1-click install | ||
|
## [0.2.6-dev.6] - 2026-08-19 ### Fixed ### Changed ### Performance | |||||||
| 0.2.6-dev.5 | soundphysicsadapted | 152 | Aug 17th at 3:01 PM | soundphysicsadapted_v0.2.6-dev.5.zip | 1-click install | ||
|
## [0.2.6-dev.5] - 2026-08-16 ### Fixed ### Changed ### Performance ### Configuration ### Known limits of the toggle ### Internal | |||||||
| 0.2.6-dev.4 | soundphysicsadapted | 451 | Aug 14th at 4:26 PM | soundphysicsadapted_v0.2.6-dev.4.zip | 1-click install | ||
|
Bump Changelog Config | |||||||
| 0.2.6-dev.3 | soundphysicsadapted | 29 | Aug 14th at 3:29 PM | soundphysicsadapted_v0.2.6-dev.3.zip | 1-click install | ||
|
Initial Release for 1.22.x | |||||||
| 0.2.2-dev.4 | soundphysicsadapted | 18 | Aug 14th at 3:52 PM | soundphysicsadapted_v0.2.2-dev.4.zip | 1-click install | ||
|
Backwards Version for 1.21.x | |||||||
it doesn't work with tasshrooms extreme winters very well.
I will look into it when i get the time
Im noticing framedrops around the watersheds rivers, I lose about 8-15 frames
I really like what this mod does, but it really starts to tank performance when you go off exploring.
It looked like I was swapping between 150 and 30fps every other frame, causing really unplayable stuttering, which persisted even after I stopped moving around.
Interesting. Do you play heavily modded? Maybe its some mod interaction i dont have on the radar yet. On my system it runs fine. Id need your logs, if you wanna help me analyse this problem. Hit me up on Discord please!
It was running just fine for a long while. I get around 140fps on average. It was only once I went out a few thousands blocks that it started stuttering real bad out of nowhere. Which has never happened before.
I have 30 or so mods. I can look into it further when I have the time, see if there is any common denominator if it starts stuttering again.
I'll look into getting those logs too. If I find anything of interest, I will send it your way.
Has this become a client-and-server mod now? The mod description still says it’s client-side only.
It would be best to keep this mod client-side only. Server owners generally won’t want to install an extra mod just to improve physics-based audio, since it isn’t really necessary.
Sorry, that is a little bit of an unspecific line.
You can join a server with this mod as an extra "client side" mod, no problem.
Its Client and Server because it has additional Server Patches that are OPTIONALLY getting activated - if the Server has this mod installed aswell (Resonator Sync).
The mod says it is compatible with versions 1.22.0 to 1.22.7, but it doesn't load on 1.22.3, claiming it requires at least 1.22.5. I am waiting a bit longer before moving to newer versions so that mods I use can update, was really wanting to try this mod out though!
Thanks for that info, ill double check that and update the version tags!
Edit: Fixed on dev.8
Oh hell yeah. Thanks a lot for a quick fix!
Absolutely love this mod. Sadly it reduces my fps in my base from 80 to barely 60 and laggy af. Other than that it sounds fantastic
Please hit me up on Discord "Nyarc" - I didnt test various scenarios yet.
If you are in a world with alot of Chiseled blocks, alot of sound sources, or on a non windows version of VS, that could be really valuable info for me to continue investing in performance optimizations.
Will there be examples to listen to?

Soon TBD