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BarotraumaModServer/LocalMods/Soundproof Walls 2.0/Content/Texts/English.xml
2026-06-09 00:42:10 +03:00

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<?xml version="1.0" encoding="utf-8"?>
<infotexts language="English" nowhitespace="false" translatedname="English">
<spw_modname>Soundproof Walls [version]</spw_modname>
<spw_openmenuhelp>Opens the Soundproof Walls settings menu.</spw_openmenuhelp>
<spw_openpopuphelp>Opens the Soundproof Walls welcome popup.</spw_openpopuphelp>
<spw_openworkshophelp>Opens the Soundproof Walls workshop page in your browser.</spw_openworkshophelp>
<spw_guidehelp>Opens the Soundproof Walls Configuration Guide page in your browser.</spw_guidehelp>
<spw_reporthelp>Opens the Soundproof Walls Report Bugs page in your browser.</spw_reporthelp>
<initmessage>Finished loading Soundproof Walls v[version]</initmessage>
<initmessagefollowup> &gt; Open the settings menu by typing "spw".\n &gt; Print your stats with "spw_stats".\n &gt; Have a question? Open the workshop page with "spw_workshop" and leave a comment.\n &gt; Found a bug? Open the bug discussion page with "spw_report" and make a post.\n &gt; Learn more about config options with "spw_help".\n &gt; Re-open the first-time launch popup by typing "spw_welcome".</initmessagefollowup>
<!-- Info Panel -->
<spw_syncingenabled>Syncing Enabled!\nYou are using a config uploaded to the server by [name]. Values from this config are shown in parentheses next to yours.</spw_syncingenabled>
<spw_syncingenableduploader>Syncing Enabled!\nYour config has been uploaded to the server and is being used by all other players.</spw_syncingenableduploader>
<spw_syncingdisabled>Syncing Disabled!\nThe server has no config uploaded. You are using your local config.</spw_syncingdisabled>Looking for your config file?
<spw_offlinemode>Default values are blue.\nCustom values are yellow.\nVanilla values are white.\n\nLooking for your config file?\nYou can find it at:\n[path]</spw_offlinemode><spw_editpermissionhost>Edit Permission:\nYou are the host of this session. Changes will be uploaded to the server and used by all other players.</spw_editpermissionhost><spw_editpermissionadmin>Edit Permission:\nYou are an admin in this session. Changes will be uploaded to the server and used by all other players.</spw_editpermissionadmin><spw_editpermissionnothost>Edit Permission:\nYou are not the host of this session. Changes will be saved locally but will not apply while server syncing is enabled.</spw_editpermissionnothost><spw_editpermissionnotadmin>Edit Permission:\nYou are not an admin in this session. Changes will be saved locally but will not apply while server syncing is enabled.</spw_editpermissionnotadmin><spw_categorymuffle>Muffle</spw_categorymuffle><spw_categorygain>Gain</spw_categorygain><spw_categoryreverb>Reverb</spw_categoryreverb><spw_categorygeneral>General</spw_categorygeneral><spw_categoryvisuals>Visuals</spw_categoryvisuals><!-- General --><spw_generaltab>General</spw_generaltab><spw_enablemod>Enable Mod</spw_enablemod><spw_enablemodtooltip>Globally toggles all features of the mod.</spw_enablemodtooltip><spw_syncsettings>Sync Settings</spw_syncsettings><spw_syncsettingstooltip>Toggles the synchronization of settings between players.\n\nIf enabled, the host automatically uploads their config to the server to be shared with all players. This upload happens once at the start of a session or whenever changes are made. Players are forced to use this config regardless of their local config settings, which remain unchanged.</spw_syncsettingstooltip><spw_effectprocessingmode>Effect Processing Mode</spw_effectprocessingmode><spw_effectprocessingmodetooltip>How audio effects are processed. Dynamic mode is recommended.\n\nNote: Changing this setting while playing may briefly freeze the game as buffers are loaded.</spw_effectprocessingmodetooltip><spw_vanillafx>Classic</spw_vanillafx><spw_vanillafxtooltip>Vanilla-style muffling with one muffle preset. Minimal resource use.</spw_vanillafxtooltip><spw_staticfx>Static</spw_staticfx><spw_staticfxtooltip>Adds light and medium muffle presets plus optional reverb. Slightly longer load times and higher memory usage (~250MB).</spw_staticfxtooltip><spw_dynamicfx>Dynamic</spw_dynamicfx><spw_dynamicfxtooltip>Advanced real-time effects via OpenAL. Most realistic audio with simulated reverb, distortion, and advanced muffling, at higher CPU cost.\n\nNote: If you're concerned about performance, enable the "Show Performance" setting (Advanced tab) to see detailed stats.</spw_dynamicfxtooltip><spw_focustargetaudio>Focus Target Audio</spw_focustargetaudio><spw_focustargetaudiotooltip>Simulate audio from the perspective of the current camera target (i.e., you hear what the turret hears).</spw_focustargetaudiotooltip><spw_attenuatewithapproximatedistance>Realistic Sound Falloff</spw_attenuatewithapproximatedistance><spw_attenuatewithapproximatedistancetooltip>Calculates volume falloff using the sound's path to the listener. If disabled, simple straight-line (Euclidean) distance is used instead.</spw_attenuatewithapproximatedistancetooltip><spw_soundrange>Sound Range Master</spw_soundrange><spw_soundrangetooltip>Global range multiplier for all non-looping sounds.\n\nNote: Stacks multiplicatively with the sound-specific range multiplier assigned by the "Custom Sounds" list in the Advanced tab.</spw_soundrangetooltip><spw_loopingsoundrange>Looping Sound Range Master</spw_loopingsoundrange><spw_loopingsoundrangetooltip>Global range multiplier for all looping sounds.\n\nNote: Stacks multiplicatively with the sound-specific range multiplier assigned by the "Custom Sounds" list in the Advanced tab.</spw_loopingsoundrangetooltip><spw_outdoorsoundrange>Outdoor Sound Range</spw_outdoorsoundrange><spw_outdoorsoundrangetooltip>Range multiplier for sounds and voices outside the submarine.\n\nNote: Stacks multiplicatively with the sound-specific range multiplier assigned by the "Custom Sounds" list in the Advanced tab.</spw_outdoorsoundrangetooltip><!-- Dynamic --><spw_dynamicfxtab>Dynamic Mode</spw_dynamicfxtab><spw_occludesounds>Sound Occlusion</spw_occludesounds><spw_occludesoundstooltip>Muffles sounds that don't have a direct line of sight to the player's ears due to walls.</spw_occludesoundstooltip><spw_maxocclusions>Max Occlusions</spw_maxocclusions><spw_maxocclusionstooltip>How many layers of walls a sound can be occluded by.\n\nNote: Limiting occlusion may result in an audibly more consistent muffle when faced with unusual wall configurations. Setting this value to zero disables the limit.</spw_maxocclusionstooltip><spw_overmuffle>Over-Muffle</spw_overmuffle><spw_overmuffletooltip>Dynamically reduces the volume of sounds near and above the maximum effective muffle strength of 1.0.</spw_overmuffletooltip><spw_dynamicmufflestrengthmaster>Muffle Strength Master</spw_dynamicmufflestrengthmaster><spw_dynamicmufflestrengthmastertooltip>The overall strength of the dynamic muffle effect.</spw_dynamicmufflestrengthmastertooltip><spw_overmufflestrength>Over-Muffle Strength</spw_overmufflestrength><spw_overmufflestrengthtooltip>How much influence high muffle values have on reducing sound volume.</spw_overmufflestrengthtooltip><spw_dynamicreverb>Enable Reverb</spw_dynamicreverb><spw_dynamicreverbtooltip>Toggles the indoor and outdoor reverb effects. If enabled, sounds dynamically reverberate based on the size and combined audio amplitude of their environment (i.e., echos are stronger in larger and quieter spaces).</spw_dynamicreverbtooltip><spw_dynamicreverbbloom>Reverb Bloom</spw_dynamicreverbbloom><spw_dynamicreverbbloomtooltip>Makes the reverb effect swell dramatically in response to loud sounds in confined areas.</spw_dynamicreverbbloomtooltip><spw_dynamicreverbraycastarea>Raycast Reverb Area</spw_dynamicreverbraycastarea><spw_dynamicreverbraycastareatooltip>Uses raycasting to calculate the area of the space for the most realistic and accurate echo sound. If disabled, the combined area of all connected hulls is used instead.\n\nNote: May slightly impact performance.</spw_dynamicreverbraycastareatooltip><spw_dynamicreverbwatersubtractsarea>Contextual Reverb Area</spw_dynamicreverbwatersubtractsarea><spw_dynamicreverbwatersubtractsareatooltip>Calculates reverb using air area when above water, or water area when submerged. If disabled, uses the area of both.\n\nNote: Requires "Raycast Reverb Area" (Dynamic tab) to be disabled.</spw_dynamicreverbwatersubtractsareatooltip><spw_dynamicreverbminarea>Minimum Reverb Area</spw_dynamicreverbminarea><spw_dynamicreverbminareatooltip>The minimum combined area of connected rooms around the listener required for reverberation to be applied.</spw_dynamicreverbminareatooltip><spw_dynamicreverbareasizemultiplier>Reverb Area Scale</spw_dynamicreverbareasizemultiplier><spw_dynamicreverbareasizemultipliertooltip>Scales the effective area of the current indoor environment. Larger values increase decay time and delay of reflections, making the space sound bigger.</spw_dynamicreverbareasizemultipliertooltip><spw_dynamicreverbwetroomareasizemultiplier>Wet Room Reverb Scale</spw_dynamicreverbwetroomareasizemultiplier><spw_dynamicreverbwetroomareasizemultipliertooltip>Multiplies the effective area of ballast tanks and airlocks when the listener is inside them. Higher values make these rooms sound larger and more reverberant.</spw_dynamicreverbwetroomareasizemultipliertooltip><spw_dynamicreverboutpostareasizemultiplier>Outpost Reverb Scale</spw_dynamicreverboutpostareasizemultiplier><spw_dynamicreverboutpostareasizemultipliertooltip>Multiplies the effective area of outposts when the listener is inside them.</spw_dynamicreverboutpostareasizemultipliertooltip><spw_dynamicreverbairtargetgain>Indoor Reverb Strength</spw_dynamicreverbairtargetgain><spw_dynamicreverbairtargetgaintooltip>The base gain of the reverb effect when inside a hull.</spw_dynamicreverbairtargetgaintooltip><spw_dynamicreverbairduration>Indoor Reverb Duration</spw_dynamicreverbairduration><spw_dynamicreverbairdurationtooltip>The decay time of the reverb effect when inside a hull.</spw_dynamicreverbairdurationtooltip><spw_dynamicreverbairgainhf>Indoor Reverb HF Gain</spw_dynamicreverbairgainhf><spw_dynamicreverbairgainhftooltip>The gain of high frequencies in the reverb effect when inside a hull.</spw_dynamicreverbairgainhftooltip><spw_dynamicreverbairamplitudethreshold>Indoor Reverb Threshold</spw_dynamicreverbairamplitudethreshold><spw_dynamicreverbairamplitudethresholdtooltip>The minimum sound amplitude required for a sound to produce reverb when the listener is indoors.</spw_dynamicreverbairamplitudethresholdtooltip><spw_dynamicreverbwatertargetgain>Outdoor Reverb Strength</spw_dynamicreverbwatertargetgain><spw_dynamicreverbwatertargetgaintooltip>The base gain of the reverb effect when outside.</spw_dynamicreverbwatertargetgaintooltip><spw_dynamicreverbwaterdiffusion>Outdoor Reverb Diffusion</spw_dynamicreverbwaterdiffusion><spw_dynamicreverbwaterdiffusiontooltip>The smoothness of the reverb effect when outside.</spw_dynamicreverbwaterdiffusiontooltip><spw_dynamicreverbwaterduration>Outdoor Reverb Duration</spw_dynamicreverbwaterduration><spw_dynamicreverbwaterdurationtooltip>The decay time of the reverb effect when outside.</spw_dynamicreverbwaterdurationtooltip><spw_dynamicreverbwatergainhf>Outdoor Reverb HF Gain</spw_dynamicreverbwatergainhf><spw_dynamicreverbwatergainhftooltip>The gain of high frequencies in the reverb effect when outside.</spw_dynamicreverbwatergainhftooltip><spw_dynamicreverbwateramplitudethreshold>Outdoor Reverb Threshold</spw_dynamicreverbwateramplitudethreshold><spw_dynamicreverbwateramplitudethresholdtooltip>The minimum sound amplitude required for a sound to produce reverb when the listener is outside.</spw_dynamicreverbwateramplitudethresholdtooltip><spw_categoryloudsounddistortionair>Unsubmerged Distortion</spw_categoryloudsounddistortionair><spw_categoryloudsounddistortionwater>Submerged Distortion</spw_categoryloudsounddistortionwater><spw_loudsounddistortionair>Enable Unsubmerged Distortion</spw_loudsounddistortionair><spw_loudsounddistortionwater>Enable Submerged Distortion</spw_loudsounddistortionwater><spw_loudsounddistortiontooltipair>If the listener is not submerged, applies the unsubmerged distortion effect to sounds referenced in the "Custom Sounds" list (Advanced tab) with distortion set to true.</spw_loudsounddistortiontooltipair><spw_loudsounddistortiontooltipwater>If the listener is submerged, applies the submerged distortion effect to sounds referenced in the "Custom Sounds" list (Advanced tab) with distortion set to true.</spw_loudsounddistortiontooltipwater><spw_loudsounddistortionmaxmuffle>Distortion Muffle Requirement</spw_loudsounddistortionmaxmuffle><spw_loudsounddistortionmaxmuffletooltip>The maximum muffle strength a sound can have before its distortion is disabled.</spw_loudsounddistortionmaxmuffletooltip><spw_loudsounddistortiontargetgain>Distortion Gain</spw_loudsounddistortiontargetgain><spw_loudsounddistortiontargetgaintooltip>The volume of the distortion.</spw_loudsounddistortiontargetgaintooltip><spw_loudsounddistortiontargetedge>Distortion Edge</spw_loudsounddistortiontargetedge><spw_loudsounddistortiontargetedgetooltip>The harshness of the distortion. A higher value results in a more intense effect.</spw_loudsounddistortiontargetedgetooltip><spw_loudsounddistortiontargetfrequency>Distortion Frequency</spw_loudsounddistortiontargetfrequency><spw_loudsounddistortiontargetfrequencytooltip>The EQ center of the distortion. Frequencies near this value will be affected more by the effect.</spw_loudsounddistortiontargetfrequencytooltip><spw_loudsounddistortionlowpassfrequency>Distortion Lowpass Frequency</spw_loudsounddistortionlowpassfrequency><spw_loudsounddistortionlowpassfrequencytooltip>A lowpass filter is applied to the distorted signal in post. This is the corner frequency used by that lowpass filter.</spw_loudsounddistortionlowpassfrequencytooltip><spw_categoryexperimental>Experimental</spw_categoryexperimental><spw_removeunusedbuffers>Cleanup Unused Buffers</spw_removeunusedbuffers><spw_removeunusedbufferstooltip>Load sounds without their vanilla muffle buffer to save ~100MB of memory over vanilla. Disabled by default due to concerns of potential compatibility issues with other mods that interact with sound objects on a low level. However, in the vast majority of cases, this setting is a free boost.\n\nNote: Changing this setting while playing may briefly freeze the game as buffers are loaded.</spw_removeunusedbufferstooltip><!-- StaticFx --><spw_staticfxtab>Static Mode</spw_staticfxtab><spw_heavylowpassfrequency>Heavy Lowpass Frequency</spw_heavylowpassfrequency><spw_heavylowpassfrequencytooltip>The corner frequency used to muffle sounds that are heavily obstructed. The threshold to apply this filter is configurable in the Muffle tab.\n\nNote: Does not apply to voice chat. See the lowpass frequency sliders in the Voice tab.\n\nNote: Changing this setting while playing may briefly freeze the game as buffers are loaded.</spw_heavylowpassfrequencytooltip><spw_mediumlowpassfrequency>Medium Lowpass Frequency</spw_mediumlowpassfrequency><spw_mediumlowpassfrequencytooltip>The corner frequency used to muffle sounds that are moderately obstructed. The threshold to apply this filter is configurable in the Muffle tab.\n\nNote: Does not apply to voice chat. See the lowpass frequency sliders in the Voice tab.\n\nNote: Changing this setting while playing may briefly freeze the game as buffers are loaded.</spw_mediumlowpassfrequencytooltip><spw_lightlowpassfrequency>Light Lowpass Frequency</spw_lightlowpassfrequency><spw_lightlowpassfrequencytooltip>The corner frequency used to muffle sounds that are lightly obstructed. The threshold to apply this filter is configurable in the Muffle tab.\n\nNote: Does not apply to voice chat. See the lowpass frequency sliders in the Voice tab.\n\nNote: Changing this setting while playing may briefly freeze the game as buffers are loaded.</spw_lightlowpassfrequencytooltip><spw_staticreverb>Enable Reverb Buffers</spw_staticreverb><spw_staticreverbtooltip>Load sounds with an additional buffer ran through a reverb filter. This feature only applies non-looping and non-muffled sounds.\n\nNote: Uses ~100MB of memory and extends buffer loading times (worsens with duration).\n\nNote: Changing this setting while playing may briefly freeze the game as buffers are loaded.</spw_staticreverbtooltip><spw_staticreverbalwaysloudsounds>Always Reverb Loud Sounds</spw_staticreverbalwaysloudsounds><spw_staticreverbalwaysloudsoundstooltip>Sounds referenced in the "Custom Sounds" list (Advanced tab) with a sidechain multiplier greater than one ignore the minimum reverb area requirement.</spw_staticreverbalwaysloudsoundstooltip><spw_staticreverbduration>Reverb Duration</spw_staticreverbduration><spw_staticreverbdurationtooltip>The decay time and size of the reverb. Increasing this value results in higher memory usage and buffer loading times.</spw_staticreverbdurationtooltip><spw_staticreverbwetdrymix>Reverb Mix</spw_staticreverbwetdrymix><spw_staticreverbwetdrymixtooltip>The dry/wet mix of the reverb. A higher value results in a stronger effect.</spw_staticreverbwetdrymixtooltip><spw_staticreverbdamping>Reverb Damping</spw_staticreverbdamping><spw_staticreverbdampingtooltip>The strength of the lowpass filter applied to the reverb feedback.</spw_staticreverbdampingtooltip><spw_staticreverbminarea>Minimum Reverb Area</spw_staticreverbminarea><spw_staticreverbminareatooltip>The minimum combined area of connected rooms around the listener required for reverberation to be applied to non-looping and non-muffled sounds.</spw_staticreverbminareatooltip><!-- Voice --><spw_voicetab>Voice</spw_voicetab><spw_talkingragdolls>Talking Ragdolls</spw_talkingragdolls><spw_talkingragdollstooltip>Hear non-stunned players speak when they're ragdolled.</spw_talkingragdollstooltip><spw_directionalradio>Directional Radio</spw_directionalradio><spw_directionalradiotooltip>If enabled, radio proximity chat is panned in the direction of the speaker. This is the default behaviour in vanilla.</spw_directionalradiotooltip><spw_transmitlocalonradio>Speak Locally On Radio</spw_transmitlocalonradio><spw_transmitlocalonradiotooltip>Players using the radio will also speak in local proximity chat.</spw_transmitlocalonradiotooltip><spw_hearlocalvoiceonfocusedtarget>Hear Voices On Turrets</spw_hearlocalvoiceonfocusedtarget><spw_hearlocalvoiceonfocusedtargettooltip>Hear local proximity chat around your character while listening from the perspective of the current camera target.\n\nNote: Requires "Focus Target Audio" (General tab) to be enabled.</spw_hearlocalvoiceonfocusedtargettooltip><spw_hearselflocal>Hear Self Local</spw_hearselflocal><spw_hearselflocaltooltip>Hear your own local proximity chat, including all the effects applied to it.\n\nNote: This setting is not synced with other players when using "Sync Settings" (General tab).</spw_hearselflocaltooltip><spw_hearselfradio>Hear Self Radio</spw_hearselfradio><spw_hearselfradiotooltip>Hear your own radio proximity chat, including all the effects applied to it.\n\nNote: This setting is not synced with other players when using "Sync Settings" (General tab).</spw_hearselfradiotooltip><spw_hearselfreverbonly>Hear Self Reverb Only</spw_hearselfreverbonly><spw_hearselfreverbonlytooltip>Hear only the reverb applied to your voice, without the dry channel.\n\nNote: This setting is not synced with other players when using "Sync Settings" (General tab).\n\nNote: Requires "Hear Self Local" (Voice tab) and Dynamic mode's reverb effect to be enabled.</spw_hearselfreverbonlytooltip><spw_hearselftransmitlocalonradio>Hear Self Speak Locally On Radio</spw_hearselftransmitlocalonradio><spw_hearselftransmitlocalonradiotooltip>When you use the radio, you will hear yourself speaking in local proximity chat.\n\nNote: This setting is not synced with other players when using "Sync Settings" (General tab).\n\nNote: Requires "Speak Locally On Radio" and "Hear Self Local" (Voice tab) to be enabled.</spw_hearselftransmitlocalonradiotooltip><spw_voicerange>Local Range</spw_voicerange><spw_voicerangetooltip>The range of local proximity chat.</spw_voicerangetooltip><spw_radiorange>Radio Range</spw_radiorange><spw_radiorangetooltip>The range of radio proximity chat.</spw_radiorangetooltip><spw_voicevolume>Local Volume</spw_voicevolume><spw_voicevolumetooltip>The volume of local proximity chat.\n\nNote: This setting is independent of Barotraumas voice chat volume slider.</spw_voicevolumetooltip><spw_radiovolume>Radio Volume</spw_radiovolume><spw_radiovolumetooltip>The volume of radio proximity chat.\n\nNote: This setting is independent of Barotraumas voice chat volume slider.</spw_radiovolumetooltip><spw_categorydynamicfx>Dynamic Mode Exclusive</spw_categorydynamicfx><spw_dynamicreverblocal>Reverb Local</spw_dynamicreverblocal><spw_dynamicreverblocaltooltip>Allows reverb to be applied to local proximity chat\n\nNote: Requires Dynamic mode's reverb effect to be enabled.</spw_dynamicreverblocaltooltip><spw_dynamicreverbradio>Reverb Radio</spw_dynamicreverbradio><spw_dynamicreverbradiotooltip>Allows reverb to be applied to radio proximity chat\n\nNote: Requires Dynamic mode's reverb effect to be enabled.</spw_dynamicreverbradiotooltip><spw_drowningdistortion>Distort Radio Drowning</spw_drowningdistortion><spw_drowningdistortiontooltip>Applies distortion to radio proximity chat when drowning.\n\nNote: This setting reduces the muffle of radio proximity chat when drowning.</spw_drowningdistortiontooltip><spw_voiceminlowpassfrequency>Min Lowpass Frequency</spw_voiceminlowpassfrequency><spw_voiceminlowpassfrequencytooltip>The minimum lowpass frequency applied when fully muffled.</spw_voiceminlowpassfrequencytooltip><spw_voicedynamicmufflemultiplier>Dynamic Muffle Strength</spw_voicedynamicmufflemultiplier><spw_voicedynamicmufflemultipliertooltip>The strength of obstructions applied to voices when using Dynamic mode.</spw_voicedynamicmufflemultipliertooltip><spw_voiceheavylowpassfrequency>Heavy Voice Lowpass Frequency</spw_voiceheavylowpassfrequency><spw_voiceheavylowpassfrequencytooltip>The corner frequency used to muffle voices that are heavily obstructed. The threshold to apply this filter is configurable in the Muffle tab.</spw_voiceheavylowpassfrequencytooltip><spw_voicemediumlowpassfrequency>Medium Voice Lowpass Frequency</spw_voicemediumlowpassfrequency><spw_voicemediumlowpassfrequencytooltip>The corner frequency used to muffle voices that are moderately obstructed. The threshold to apply this filter is configurable in the Muffle tab.</spw_voicemediumlowpassfrequencytooltip><spw_voicelightlowpassfrequency>Light Voice Lowpass Frequency</spw_voicelightlowpassfrequency><spw_voicelightlowpassfrequencytooltip>The corner frequency used to muffle voices that are lightly obstructed. The threshold to apply this filter is configurable in the Muffle tab.</spw_voicelightlowpassfrequencytooltip><spw_categoryscreammode>Scream Mode</spw_categoryscreammode><spw_screammode>Scream Mode</spw_screammode><spw_screammodetooltip>Local proximity chat range scales with input amplitude (screaming is heard from farther away).\n\nNote: For best results, adjust your Barotrauma mic volume so the voice activity meter still has room for loud input. The more dynamic range your mic allows the better.</spw_screammodetooltip><spw_screammodemaxrange>Max Scream Range</spw_screammodemaxrange><spw_screammodemaxrangetooltip>The maximum range of local proximity chat when speaking at full volume with "Scream Mode" enabled.\n\nNote: This setting is affected by the "Local Range" multiplier.</spw_screammodemaxrangetooltip><spw_screammodeminrange>Min Scream Range</spw_screammodeminrange><spw_screammodeminrangetooltip>The minimum range of local proximity chat with "Scream Mode" enabled.</spw_screammodeminrangetooltip><spw_screammodereleaserate>Scream Release Rate</spw_screammodereleaserate><spw_screammodereleaseratetooltip>The rate at which voice range decreases per second once its no longer sustained by amplitude.</spw_screammodereleaseratetooltip><spw_categorybubbles>Drowning</spw_categorybubbles><spw_drowningbubbles>Drowning Bubbles</spw_drowningbubbles><spw_drowningbubblestooltip>Players speaking underwater without oxygen emit visible bubbles that can be heard locally or over the radio.</spw_drowningbubblestooltip><spw_drowningbubbleslocalrange>Local Bubble Range</spw_drowningbubbleslocalrange><spw_drowningbubbleslocalrangetooltip>The audible range of the local bubbles sound.</spw_drowningbubbleslocalrangetooltip><spw_drowningbubbleslocalvolume>Local Bubble Volume</spw_drowningbubbleslocalvolume><spw_drowningbubbleslocalvolumetooltip>The volume of the local bubbles sound.</spw_drowningbubbleslocalvolumetooltip><spw_drowningbubblesradiovolume>Radio Bubble Volume</spw_drowningbubblesradiovolume><spw_drowningbubblesradiovolumetooltip>The volume of the radio bubbles sound.</spw_drowningbubblesradiovolumetooltip><spw_categorycustomfilter>Radio Filter</spw_categorycustomfilter><spw_radiocustomfilter>Custom Radio Filter</spw_radiocustomfilter><spw_radiocustomfiltertooltip>Process radio proximity chat with a custom filter that includes configurable compression, distortion, and noise effects.</spw_radiocustomfiltertooltip><spw_customradiopresets>Custom Radio Presets</spw_customradiopresets><spw_customradiopresetstooltip>Unique radio filter configurations. Selecting one of these options will modify all the filter values below.</spw_customradiopresetstooltip><spw_customradiopresetbroken>Broken</spw_customradiopresetbroken><spw_customradiopresetbrokentooltip>Just terrible. Using the radio is a hinderance.</spw_customradiopresetbrokentooltip><spw_customradiopresetdirty>Dirty</spw_customradiopresetdirty><spw_customradiopresetdirtytooltip>Low quality radio that can make frantic communications difficult to understand.</spw_customradiopresetdirtytooltip><spw_customradiopresetnormal>Standard</spw_customradiopresetnormal><spw_customradiopresetnormaltooltip>Vanilla radio with a more stylized sound.</spw_customradiopresetnormaltooltip><spw_customradiopresetclean>Clean</spw_customradiopresetclean><spw_customradiopresetcleantooltip>Perfectly clear radio communications.</spw_customradiopresetcleantooltip><spw_radiobandpassfrequency>Radio Bandpass Frequency</spw_radiobandpassfrequency><spw_radiobandpassfrequencytooltip>The center frequency of the bandpass filter. Only frequencies near this point are allowed through. \n\nNote: The width of the range is set by "Radio Bandpass Q Factor" below.</spw_radiobandpassfrequencytooltip><spw_radiobandpassqualityfactor>Radio Bandpass Q Factor</spw_radiobandpassqualityfactor><spw_radiobandpassqualityfactortooltip>How narrow the bandpass filter is around its center frequency. Higher values create a tighter, more pronounced effect.</spw_radiobandpassqualityfactortooltip><spw_radiodistortiondrive>Radio Distortion Drive</spw_radiodistortiondrive><spw_radiodistortiondrivetooltip>Boosts the voice signal before clipping. Higher values increase distortion intensity.</spw_radiodistortiondrivetooltip><spw_radiodistortionthreshold>Radio Distortion Threshold</spw_radiodistortionthreshold><spw_radiodistortionthresholdtooltip>Maximum allowed level. Samples exceeding this limit are hard-clipped.</spw_radiodistortionthresholdtooltip><spw_radiostatic>Radio Static</spw_radiostatic><spw_radiostatictooltip>The intensity of static noise added to radio transmissions.</spw_radiostatictooltip><spw_radiocompressionthreshold>Radio Compression Threshold</spw_radiocompressionthreshold><spw_radiocompressionthresholdtooltip>The input level where compression begins. Sounds below this level are unaffected.</spw_radiocompressionthresholdtooltip><spw_radiocompressionratio>Radio Compression Ratio</spw_radiocompressionratio><spw_radiocompressionratiotooltip>How much volume above the threshold is reduced. Higher ratios mean stronger compression and less dynamic range.</spw_radiocompressionratiotooltip><spw_radiopostfilterboost>Post Filter Gain Boost</spw_radiopostfilterboost><spw_radiopostfilterboosttooltip>The overall output level after radio filtering.</spw_radiopostfilterboosttooltip><!-- Muffle --><spw_muffletab>Muffle</spw_muffletab><spw_muffledivingsuit>Muffle Diving Suits</spw_muffledivingsuit><spw_muffledivingsuittooltip>Apply the "Diving Suit" obstruction to all sounds when wearing a diving suit.</spw_muffledivingsuittooltip><spw_mufflesubmergedplayer>Muffle Submerged Player</spw_mufflesubmergedplayer><spw_mufflesubmergedplayertooltip>Apply the "Water Body" obstruction to sounds submerged in the same body of water as the player's head.</spw_mufflesubmergedplayertooltip><spw_mufflesubmergedviewtarget>Muffle Submerged View Target</spw_mufflesubmergedviewtarget><spw_mufflesubmergedviewtargettooltip>Apply the "Water Body" obstruction to sounds submerged in the same body of water as the view target\n\nNote: Requires "Focus Target Audio" (General tab) to be enabled.</spw_mufflesubmergedviewtargettooltip><spw_mufflewatersurface>Muffle Water Surface</spw_mufflewatersurface><spw_mufflewatersurfacetooltip>Apply the "Water Surface" obstruction to sounds on the opposite side of an air-water barrier.</spw_mufflewatersurfacetooltip><spw_muffleflowfirepath>Muffle Flow &amp; Fire Paths</spw_muffleflowfirepath><spw_muffleflowfirepathtooltip>Muffle water flow and fire sounds if they do not have a path to the listener.\n\nNote: This feature uses a predictive system which may not be accurate in all situations.</spw_muffleflowfirepathtooltip><spw_muffleflowsounds>Muffle Flow Sounds</spw_muffleflowsounds><spw_muffleflowsoundstooltip>Toggle the muffling of water flow sounds from all sources.</spw_muffleflowsoundstooltip><spw_mufflefiresounds>Muffle Fire Sounds</spw_mufflefiresounds><spw_mufflefiresoundstooltip>Toggles the muffling of fire sounds from all sources.</spw_mufflefiresoundstooltip><spw_classiclowpassfrequency>Classic Lowpass Frequency</spw_classiclowpassfrequency><spw_classiclowpassfrequencytooltip>The corner frequency used to muffle sounds in Classic mode. The threshold to apply this filter is configurable in the Muffle tab.\n\nNote: Does not apply to voice chat. See the lowpass frequency sliders in the Voice tab.\n\nNote: Changing this setting while playing may briefly freeze the game as buffers are loaded.</spw_classiclowpassfrequencytooltip><spw_categoryobstructions>Obstruction Muffle Strength</spw_categoryobstructions><spw_obstructionwatersurface>Water Surface</spw_obstructionwatersurface><spw_obstructionwatersurfacetooltip>The muffle strength applied when a sound crosses an air-water barrier.\n\nNote: Stacks multiplicatively (diminishing returns).</spw_obstructionwatersurfacetooltip><spw_obstructionwaterbody>Water Body</spw_obstructionwaterbody><spw_obstructionwaterbodytooltip>The muffle strength applied when a sound travels through water to reach the listener without crossing an air-water barrier (i.e., the sound starts and ends its journey in the same body of water).\n\nNote: Stacks multiplicatively (diminishing returns).</spw_obstructionwaterbodytooltip><spw_obstructionwallthick>Thick Wall</spw_obstructionwallthick><spw_obstructionwallthicktooltip>The muffle strength applied when a sound passes through a wall normally.\n\nNote: Also applies for every two doors the sound has passed through when using Dynamic mode.\n\nNote: Stacks multiplicatively (diminishing returns).</spw_obstructionwallthicktooltip><spw_obstructionwallthin>Thin Wall</spw_obstructionwallthin><spw_obstructionwallthintooltip>The muffle strength applied when a sound pierces through a wall (propagation or hydrophoning structures) or has a partial path to the listener (occlusion).\n\nNote: Stacks multiplicatively (diminishing returns).</spw_obstructionwallthintooltip><spw_obstructiondoorthick>Thick Door</spw_obstructiondoorthick><spw_obstructiondoorthicktooltip>The muffle strength applied when a sound passes through a door normally.\n\nNote: Stacks multiplicatively (diminishing returns).</spw_obstructiondoorthicktooltip><spw_obstructiondoorthin>Thin Door</spw_obstructiondoorthin><spw_obstructiondoorthintooltip>The muffle strength applied when a sound pierces through a door (eavesdropping, propagation, or inside a container).\n\nNote: Stacks multiplicatively (diminishing returns).</spw_obstructiondoorthintooltip><spw_obstructionsuit>Diving Suit</spw_obstructionsuit><spw_obstructionsuittooltip>The muffle strength applied when a sound passes through a diving suit.\n\nNote: Also applies to sounds that are outside the submarine when using the hydrophones.\n\nNote: Stacks multiplicatively (diminishing returns).</spw_obstructionsuittooltip><spw_obstructiondrowning>Player Drowning</spw_obstructiondrowning><spw_obstructiondrowningtooltip>The muffle strength applied to a player's voice when they speak while drowning.\n\nNote: Stacks multiplicatively (diminishing returns).</spw_obstructiondrowningtooltip><spw_classicmufflethreshold>(Classic) Muffle Threshold</spw_classicmufflethreshold><spw_classicmufflethresholdtooltip>The minimum combined obstruction level required for sounds to use the "Classic Lowpass Frequency" (Muffle tab).</spw_classicmufflethresholdtooltip><spw_staticlightmufflethreshold>(Static) Light Muffle Threshold</spw_staticlightmufflethreshold><spw_staticlightmufflethresholdtooltip>The minimum combined obstruction level required for sounds and voices to use the "Light Lowpass Frequency" (Static tab) or "Light Voice Lowpass Frequency" (Voice tab).</spw_staticlightmufflethresholdtooltip><spw_staticmediummufflethreshold>(Static) Medium Muffle Threshold</spw_staticmediummufflethreshold><spw_staticmediummufflethresholdtooltip>The minimum combined obstruction level required for sounds and voices to use the "Medium Lowpass Frequency" (Static tab) or "Medium Voice Lowpass Frequency" (Voice tab).</spw_staticmediummufflethresholdtooltip><spw_staticheavymufflethreshold>(Static) Heavy Muffle Threshold</spw_staticheavymufflethreshold><spw_staticheavymufflethresholdtooltip>The minimum combined obstruction level required for sounds and voices to use the "Heavy Lowpass Frequency" (Static tab) or "Heavy Voice Lowpass Frequency" (Voice tab).</spw_staticheavymufflethresholdtooltip><spw_categorythresholds>Muffle Thresholds</spw_categorythresholds><!-- Volume --><spw_volumetab>Volume</spw_volumetab><spw_categorysidechaining>Sidechaining</spw_categorysidechaining><spw_sidechaining>Enable Sidechaining</spw_sidechaining><spw_sidechainingtooltip>Duck the volume of all sounds when a loud sound plays.\n\nNote: For a sound to be considered loud internally, it must be referenced in the "Custom Sounds" list (Advanced tab) as having a sidechain multiplier greater than zero.</spw_sidechainingtooltip><spw_sidechainmusic>Sidechain Music</spw_sidechainmusic><spw_sidechainmusictooltip>Duck the volume of music tracks when a loud sound plays.</spw_sidechainmusictooltip><spw_sidechainintensitymaster>Sidechain Intensity Master</spw_sidechainintensitymaster><spw_sidechainintensitymastertooltip>Global multiplier applied to all sidechain multipliers in the "Custom Sounds" list (Advanced tab).</spw_sidechainintensitymastertooltip><spw_sidechainreleasemaster>Sidechain Release Master</spw_sidechainreleasemaster><spw_sidechainreleasemastertooltip>Flat amount of time added to all sidechain releases in the "Custom Sounds" list (Advanced tab).</spw_sidechainreleasemastertooltip><spw_sidechainreleasecurve>Sidechain Release Curve</spw_sidechainreleasecurve><spw_sidechainreleasecurvetooltip>The exponent used to calculate the shape of the sidechain release curve. Values less than one release slowly and then sharply towards the end. Values above one release quickly and flatten out towards the end.</spw_sidechainreleasecurvetooltip><spw_sidechainmufflepower>Sidechain Muffle Power</spw_sidechainmufflepower><spw_sidechainmufflepowertooltip>How strong a muffled sound's sidechain effect should be. Higher values retain more sidechain strength.</spw_sidechainmufflepowertooltip><spw_sidechainmusicmultiplier>Sidechain Music Strength</spw_sidechainmusicmultiplier><spw_sidechainmusicmultipliertooltip>The intensity of the sidechain effect on music.</spw_sidechainmusicmultipliertooltip><spw_muffledsoundvolume>Muffled Sound Volume</spw_muffledsoundvolume><spw_muffledsoundvolumetooltip>The volume of muffled non-looping sounds. Blends with "Unmuffled Sound Volume" based on muffle strength.\n\nNote: Stacks additively with other volume multipliers.</spw_muffledsoundvolumetooltip><spw_unmuffledsoundvolume>Unmuffled Sound Volume</spw_unmuffledsoundvolume><spw_unmuffledsoundvolumetooltip>The volume of unmuffled non-looping sounds. Blends with "Muffled Sound Volume" based on muffle strength.\n\nNote: Stacks additively with other volume multipliers.</spw_unmuffledsoundvolumetooltip><spw_muffledvoicevolume>Muffled Voice Volume</spw_muffledvoicevolume><spw_muffledvoicevolumetooltip>The volume of muffled player voices. Blends with "Unmuffled Voice Volume" based on muffle strength.\n\nNote: Stacks additively with other volume multipliers.</spw_muffledvoicevolumetooltip><spw_unmuffledvoicevolume>Unmuffled Voice Volume</spw_unmuffledvoicevolume><spw_unmuffledvoicevolumetooltip>The volume of unmuffled player voices. Blends with "Muffled Voice Volume" based on muffle strength.\n\nNote: Stacks additively with other volume multipliers.</spw_unmuffledvoicevolumetooltip><spw_muffledloopingvolume>Muffled Looping Volume</spw_muffledloopingvolume><spw_muffledloopingvolumetooltip>The volume of muffled looping sounds. Blends with "Unmuffled Looping Volume" based on muffle strength.\n\nNote: Stacks additively with other volume multipliers.</spw_muffledloopingvolumetooltip><spw_unmuffledloopingvolume>Unmuffled Looping Volume</spw_unmuffledloopingvolume><spw_unmuffledloopingvolumetooltip>The volume of unmuffled looping sounds. Blends with "Muffled Looping Volume" based on muffle strength.\n\nNote: Stacks additively with other volume multipliers.</spw_unmuffledloopingvolumetooltip><spw_submergedvolume>Submerged Together Volume</spw_submergedvolume><spw_submergedvolumetooltip>The volume of sounds submerged in the same body of water as the listener.\n\nNote: Stacks additively with other volume multipliers.</spw_submergedvolumetooltip><spw_flowsoundvolume>Flow Sound Volume</spw_flowsoundvolume><spw_flowsoundvolumetooltip>The volume of flowing water caused by leaks in the submarine.</spw_flowsoundvolumetooltip><spw_firesoundvolume>Fire Sound Volume</spw_firesoundvolume><spw_firesoundvolumetooltip>The volume of fires.</spw_firesoundvolumetooltip><spw_smoothtools>Plasma Cutter &amp; Welding Tool Fix</spw_smoothtools><spw_smoothtoolstooltip>Fixes the jittery audio of the plasma cutter and welding tool by making it one smooth loop.</spw_smoothtoolstooltip><spw_vanillaexosuitvolume>Vanilla Exosuit Volume</spw_vanillaexosuitvolume><spw_vanillaexosuitvolumetooltip>The volume of the vanilla exosuit movement sound. Some players find this sound unpleasant to hear.\n\nNote: Does not affect modded exosuit sounds.</spw_vanillaexosuitvolumetooltip><spw_loopingcomponentsoundnearmultiplier>Component Sound Distance Falloff Start</spw_loopingcomponentsoundnearmultiplier><spw_loopingcomponentsoundnearmultipliertooltip>The distance needed before looping component sound volume starts dropping off.</spw_loopingcomponentsoundnearmultipliertooltip><spw_voicenearmultiplier>Voice Distance Falloff Start</spw_voicenearmultiplier><spw_voicenearmultipliertooltip>The distance needed before proximity chat volume starts dropping off.</spw_voicenearmultipliertooltip><spw_mindistancefalloffvolume>Min Distance Falloff Volume</spw_mindistancefalloffvolume><spw_mindistancefalloffvolumetooltip>The minimum falloff volume a sound can reach using the "Realistic Sound Falloff" model (General tab)."</spw_mindistancefalloffvolumetooltip><!-- Eavesdropping --><spw_eavesdroppingtab>Eavesdropping</spw_eavesdroppingtab><spw_eavesdroppingenabled>Eavesdropping Enabled</spw_eavesdroppingenabled><spw_eavesdroppingenabledtooltip>Toggles the eavesdropping feature.</spw_eavesdroppingenabledtooltip><spw_eavesdroppingmuffleself>Muffle Own Hull</spw_eavesdroppingmuffleself><spw_eavesdroppingmuffleselftooltip>Muffle sounds in the listener's hull when eavesdropping.</spw_eavesdroppingmuffleselftooltip><spw_eavesdroppingmuffle>Muffle Eavesdropped Hull</spw_eavesdroppingmuffle><spw_eavesdroppingmuffletooltip>Slightly muffle sounds heard via eavesdropping by applying the "Thin Door" obstruction.</spw_eavesdroppingmuffletooltip><spw_eavesdroppingtransition>Eavesdropping Transition</spw_eavesdroppingtransition><spw_eavesdroppingtransitiontooltip>Smoothly transition audio between hulls when eavesdropping.</spw_eavesdroppingtransitiontooltip><spw_eavesdroppingducksradio>Eavesdropping Ducks Radio</spw_eavesdroppingducksradio><spw_eavesdroppingducksradiotooltip>Lower the volume of radio proximity chat when eavesdropping.</spw_eavesdroppingducksradiotooltip><spw_eavesdroppingbind>Eavesdropping Bind</spw_eavesdroppingbind><spw_eavesdroppingbindtooltip>What button is held to eavesdrop.\n\nNote: This setting is not synced with other players when using "Sync Settings" (General tab).</spw_eavesdroppingbindtooltip><spw_eavesdroppingsoundvolume>Eavesdropped Sound Volume</spw_eavesdroppingsoundvolume><spw_eavesdroppingsoundvolumetooltip>The volume of sounds heard from eavesdropping.\n\nNote: Stacks additively with other volume multipliers.</spw_eavesdroppingsoundvolumetooltip><spw_eavesdroppingvoicevolume>Eavesdropped Voice Volume</spw_eavesdroppingvoicevolume><spw_eavesdroppingvoicevolumetooltip>The volume of local proximity chat heard from eavesdropping.\n\nNote: Stacks additively with other volume multipliers.</spw_eavesdroppingvoicevolumetooltip><spw_eavesdroppingothervolume>Own Hull Volume</spw_eavesdroppingothervolume><spw_eavesdroppingothervolumetooltip>The volume of audio in the listener's hull when eavesdropping.</spw_eavesdroppingothervolumetooltip><spw_eavesdroppingsoundpitch>Eavesdropped Sound Pitch</spw_eavesdroppingsoundpitch><spw_eavesdroppingsoundpitchtooltip>The pitch of sounds heard from eavesdropping.\n\nNote: Does not apply to local proximity chat.\n\nNote: Stacks additively with other pitch multipliers.</spw_eavesdroppingsoundpitchtooltip><spw_eavesdroppingmaxdistance>Eavesdropping Max Distance</spw_eavesdroppingmaxdistance><spw_eavesdroppingmaxdistancetooltip>The maximum distance the player's head can be from a door while eavesdropping.</spw_eavesdroppingmaxdistancetooltip><spw_eavesdroppingtransitionduration>Eavesdropping Transition Duration</spw_eavesdroppingtransitionduration><spw_eavesdroppingtransitiondurationtooltip>How many seconds the eavesdropping transition takes.\n\nNote: Requires "Eavesdropping Transition" to be enabled.</spw_eavesdroppingtransitiondurationtooltip><spw_eavesdroppingthreshold>Eavesdropping Threshold</spw_eavesdroppingthreshold><spw_eavesdroppingthresholdtooltip>How far into the eavesdropping transition does the muffle profile switch to the opposite side of the door.</spw_eavesdroppingthresholdtooltip><spw_eavesdroppingvisualfeedbackenabled>Visual Feedback</spw_eavesdroppingvisualfeedbackenabled><spw_eavesdroppingvisualfeedbackenabledtooltip>Display a soft green glow effect around eavesdropped sound sources.</spw_eavesdroppingvisualfeedbackenabledtooltip><spw_eavesdroppingrevealscharacteroutline>See Character Outline</spw_eavesdroppingrevealscharacteroutline><spw_eavesdroppingrevealscharacteroutlinetooltip>Display a rough outline of the body part responsible for making the sound (i.e., legs for footsteps and heads for voices).</spw_eavesdroppingrevealscharacteroutlinetooltip><spw_eavesdroppingrevealsall>See Inaccessible Sounds</spw_eavesdroppingrevealsall><spw_eavesdroppingrevealsalltooltip>Display the glow effect for sounds without a path to the eavesdropped area.\n\nNote: Sounds in the listener's hull are always ignored.</spw_eavesdroppingrevealsalltooltip><spw_eavesdroppingspritemaxsize>Max Glow Size</spw_eavesdroppingspritemaxsize><spw_eavesdroppingspritemaxsizetooltip>The maximum size of the glow effect.</spw_eavesdroppingspritemaxsizetooltip><spw_eavesdroppingspritesizemultiplier>Glow Size Multiplier</spw_eavesdroppingspritesizemultiplier><spw_eavesdroppingspritesizemultipliertooltip>The size of the glow effect relative to the range of the sound.</spw_eavesdroppingspritesizemultipliertooltip><spw_eavesdroppingspriteopacity>Glow Opacity</spw_eavesdroppingspriteopacity><spw_eavesdroppingspriteopacitytooltip>The strength of the glow effect.</spw_eavesdroppingspriteopacitytooltip><spw_eavesdroppingspritefadecurve>Glow Fade Curve</spw_eavesdroppingspritefadecurve><spw_eavesdroppingspritefadecurvetooltip>The exponent used to calculate the shape of the glow fade out curve. Values less than one fade slowly and then sharply towards the end. Values above one fade quickly and flatten out towards the end.</spw_eavesdroppingspritefadecurvetooltip><spw_eavesdroppingzoom>Eavesdropping Camera Zoom</spw_eavesdroppingzoom><spw_eavesdroppingzoomtooltip>How far the camera zooms in when eavesdropping.\n\nNote: May not work with other mods that adjust camera zoom.</spw_eavesdroppingzoomtooltip><spw_eavesdroppingvignette>Vignette Opacity</spw_eavesdroppingvignette><spw_eavesdroppingvignettetooltip>The strength of the vignette effect around the edges of the screen when eavesdropping.</spw_eavesdroppingvignettetooltip><!-- Hydrophone --><spw_hydrophonestab>Hydrophones</spw_hydrophonestab><spw_hydrophoneswitchenabled>Hydrophone Switch Enabled</spw_hydrophoneswitchenabled><spw_hydrophoneswitchenabledtooltip>Toggles the hydrophone feature.\n\nNote: The hydrophone switch will remain until next round.</spw_hydrophoneswitchenabledtooltip><spw_hydrophonemovementsounds>Movement Sounds</spw_hydrophonemovementsounds><spw_hydrophonemovementsoundstooltip>Hear movement in the water.</spw_hydrophonemovementsoundstooltip><spw_hydrophonehearengine>Hear Engines</spw_hydrophonehearengine><spw_hydrophonehearenginetooltip>Hear submarine engines, including your own.</spw_hydrophonehearenginetooltip><spw_hydrophonehearintostructures>Hear Into Structures</spw_hydrophonehearintostructures><spw_hydrophonehearintostructurestooltip>Hear inside other submarines or outposts.\n\nNote: Sounds in these structures receive the "Thin Wall" obstruction.</spw_hydrophonehearintostructurestooltip><spw_hydrophonemuffleownsub>Muffle Own Sub</spw_hydrophonemuffleownsub><spw_hydrophonemuffleownsubtooltip>Muffle sounds coming from within your own structure.\n\nNote: Applies the "Water Surface" obstruction.</spw_hydrophonemuffleownsubtooltip><spw_hydrophonerange>Hydrophone Range</spw_hydrophonerange><spw_hydrophonerangetooltip>How far you can hear sounds through the hydrophones.\n\nNote: This distance is summed to the existing range of the sounds.</spw_hydrophonerangetooltip><spw_hydrophonevolume>Hydrophone Volume</spw_hydrophonevolume><spw_hydrophonevolumetooltip>The volume of sounds heard through the hydrophones.</spw_hydrophonevolumetooltip><spw_hydrophonepitch>Hydrophone Pitch</spw_hydrophonepitch><spw_hydrophonepitchtooltip>The pitch of sounds heard through the hydrophones.\n\nNote: Does not apply to proximity chat.</spw_hydrophonepitchtooltip><spw_hydrophoneambiencevolume>Hydrophone Ambience Volume</spw_hydrophoneambiencevolume><spw_hydrophoneambiencevolumetooltip>The volume of the ocean ambience that plays when listening to the hydrophones.</spw_hydrophoneambiencevolumetooltip><spw_hydrophonemovementvolume>Hydrophone Movement Volume</spw_hydrophonemovementvolume><spw_hydrophonemovementvolumetooltip>The volume of the water sloshing sound caused by moving characters in the water.</spw_hydrophonemovementvolumetooltip><spw_hydrophonevisualfeedbackenabled>Visual Feedback</spw_hydrophonevisualfeedbackenabled><spw_hydrophonevisualfeedbackenabledtooltip>Display colored sectors on the sonar UI that visually represent the direction, size, and implied distance of sounds in the water.\n\nNote: Distance can be implied based on the range of the sound and the width of the highlighted sector.</spw_hydrophonevisualfeedbackenabledtooltip><spw_hydrophoneusagedisablessonarblips>Disable Passive Sonar</spw_hydrophoneusagedisablessonarblips><spw_hydrophoneusagedisablessonarblipstooltip>Stop drawing sonar blips when monitoring the hydrophones. Sonar blips are what visually display the environment.</spw_hydrophoneusagedisablessonarblipstooltip><spw_hydrophoneusagedisablessuboutline>Disable Sub Outline</spw_hydrophoneusagedisablessuboutline><spw_hydrophoneusagedisablessuboutlinetooltip>Stop drawing the outline of the submarine and its docking hatches when monitoring the hydrophones.</spw_hydrophoneusagedisablessuboutlinetooltip><spw_hydrophonevisualfeedbacksizemultiplier>Visual Feedback Size</spw_hydrophonevisualfeedbacksizemultiplier><spw_hydrophonevisualfeedbacksizemultipliertooltip>The thickness of the colored sectors.</spw_hydrophonevisualfeedbacksizemultipliertooltip><spw_hydrophonevisualfeedbackopacitymultiplier>Visual Feedback Opacity</spw_hydrophonevisualfeedbackopacitymultiplier><spw_hydrophonevisualfeedbackopacitymultipliertooltip>The transparency of the colored sectors.</spw_hydrophonevisualfeedbackopacitymultipliertooltip><spw_hydrophonereverb>Ethereal Echoes</spw_hydrophonereverb><spw_hydrophonereverbtooltip>Applies a unique hydrophone reverb that mimics the way distant sounds diffuse, scatter, and reverberate through ice caves and underwater spaces.\n\nNote: Requires "Enable Reverb" (Dynamic tab) to be enabled.</spw_hydrophonereverbtooltip><spw_hydrophonereverbtargetgain>Reverb Strength</spw_hydrophonereverbtargetgain><spw_hydrophonereverbtargetgaintooltip>The base gain for the unique hydrophone reverb.</spw_hydrophonereverbtargetgaintooltip><spw_hydrophonedistortion>Distort Hydrophones</spw_hydrophonedistortion><spw_hydrophonedistortiontooltip>Apply a distortion effect to sounds heard through the hydrophones.</spw_hydrophonedistortiontooltip><spw_hydrophonebandpassfilter>Bandpass Hydrophones</spw_hydrophonebandpassfilter><spw_hydrophonebandpassfiltertooltip>Apply a bandpass filter to sounds heard through the hydrophones. A bandpass filter cuts high and low frequencies, creating a radio-like sound.\n\nNote: Muffling is disabled for sounds using a bandpass filter.</spw_hydrophonebandpassfiltertooltip><spw_hydrophonebandpassfilterhfgain>Bandpass High Frequency Gain</spw_hydrophonebandpassfilterhfgain><spw_hydrophonebandpassfilterhfgaintooltip>The volume of the bandpass filter's high frequencies.</spw_hydrophonebandpassfilterhfgaintooltip><spw_hydrophonebandpassfilterlfgain>Bandpass Low Frequency Gain</spw_hydrophonebandpassfilterlfgain><spw_hydrophonebandpassfilterlfgaintooltip>The volume of the bandpass filter's low frequencies.</spw_hydrophonebandpassfilterlfgaintooltip><spw_categoryadvanced>Advanced</spw_categoryadvanced><spw_hydrophonemuffleignoredsounds>Muffle Ignored Sounds</spw_hydrophonemuffleignoredsounds><spw_hydrophonemuffleignoredsoundstooltip>Sounds in this list are never muffled when using the hydrophones.</spw_hydrophonemuffleignoredsoundstooltip><spw_hydrophonevisualignoredsounds>Visual Feedback Ignored Sounds</spw_hydrophonevisualignoredsounds><spw_hydrophonevisualignoredsoundstooltip>Sounds in this list are never displayed on the sonar UI when using the hydrophones.</spw_hydrophonevisualignoredsoundstooltip><!-- Ambience --><spw_ambiencetab>Ambience</spw_ambiencetab><spw_disablewhitenoise>Disable White Noise</spw_disablewhitenoise><spw_disablewhitenoisetooltip>Mute the biome noise loops from the vanilla game.</spw_disablewhitenoisetooltip><spw_categorytrack>Track-Specific</spw_categorytrack><spw_waterambienceinvolume>Inside Water Volume</spw_waterambienceinvolume><spw_waterambienceinvolumetooltip>The volume of the water ambience track that plays inside.\n\nNote: This track continues to play at a lower volume on top of the outside track.</spw_waterambienceinvolumetooltip><spw_waterambienceoutvolume>Outside Water Volume</spw_waterambienceoutvolume><spw_waterambienceoutvolumetooltip>The volume of the water ambience track that plays outside.</spw_waterambienceoutvolumetooltip><spw_waterambiencemovingvolume>Moving Water Volume</spw_waterambiencemovingvolume><spw_waterambiencemovingvolumetooltip>The volume of the water ambience track that plays when the submarine or player is moving through water.</spw_waterambiencemovingvolumetooltip><spw_categoryenvironment>Environment-Specific</spw_categoryenvironment><spw_unsubmergedsuitwaterambiencevolume>Unsubmerged Water Volume (Suit)</spw_unsubmergedsuitwaterambiencevolume><spw_unsubmergedsuitwaterambiencevolumetooltip>The volume of water ambience tracks when the listener is unsubmerged and wearing a diving suit.</spw_unsubmergedsuitwaterambiencevolumetooltip><spw_unsubmergednosuitwaterambiencevolume>Unsubmerged Water Volume (No Suit)</spw_unsubmergednosuitwaterambiencevolume><spw_unsubmergednosuitwaterambiencevolumetooltip>The volume of water ambience tracks when the listener is unsubmerged and not wearing a diving suit.</spw_unsubmergednosuitwaterambiencevolumetooltip><spw_submergedsuitwaterambiencevolume>Submerged Water Volume (Suit)</spw_submergedsuitwaterambiencevolume><spw_submergedsuitwaterambiencevolumetooltip>The volume of water ambience tracks when the listener is submerged and wearing a diving suit.</spw_submergedsuitwaterambiencevolumetooltip><spw_submergednosuitwaterambiencevolume>Submerged Water Volume (No Suit)</spw_submergednosuitwaterambiencevolume><spw_submergednosuitwaterambiencevolumetooltip>The volume of water ambience tracks when the listener is submerged and not wearing a diving suit.</spw_submergednosuitwaterambiencevolumetooltip><spw_spectatingwaterambiencevolume>Spectating Water Volume</spw_spectatingwaterambiencevolume><spw_spectatingwaterambiencevolumetooltip>The volume of water ambience tracks when the listener is spectating.</spw_spectatingwaterambiencevolumetooltip><spw_waterambiencetransitionspeed>Water Ambience Transition Speed</spw_waterambiencetransitionspeed><spw_waterambiencetransitionspeedtooltip>How fast the water ambience transitions between volume levels.</spw_waterambiencetransitionspeedtooltip><!-- Pitch --><spw_pitchtab>Pitch</spw_pitchtab><spw_pitchenabled>Enable Pitch</spw_pitchenabled><spw_pitchenabledtooltip>Globally toggles all pitch effects.\n\nNote: May be helpful as a quick fix for unusual pitch interactions with sounds from other mods.</spw_pitchenabledtooltip><spw_dopplereffect>Doppler Effect</spw_dopplereffect><spw_dopplereffecttooltip>Toggles the doppler effect. If enabled, sound pitch is adjusted based on the relative velocity of the sound source and the listener.\n\nNote: The speed of sound in water is different to the speed of sound in air.</spw_dopplereffecttooltip><spw_pitchstatuseffectsounds>Pitch Status Effect Sounds</spw_pitchstatuseffectsounds><spw_pitchstatuseffectsoundstooltip>Toggle pitching for sounds played by XML status effects.</spw_pitchstatuseffectsoundstooltip><spw_pitchwithdistance>Pitch With Distance</spw_pitchwithdistance><spw_pitchwithdistancetooltip>Dynamically lower the pitch of muffled sounds based on their distance.\n\nNote: Does not apply to looping sounds or proximity chat.\n\nNote: Stacks additively with other pitch multipliers.</spw_pitchwithdistancetooltip><dopplereffectstrengthmultiplier>Doppler Effect Strength</dopplereffectstrengthmultiplier><dopplereffectstrengthmultipliertooltip>The strength of the doppler effect. Higher values create a more exaggerated pitch shift.</dopplereffectstrengthmultipliertooltip><spw_divingsuitpitch>Diving Suit Pitch</spw_divingsuitpitch><spw_divingsuitpitchtooltip>The pitch of sounds when wearing a diving suit.\n\nNote: Stacks additively with other pitch multipliers.</spw_divingsuitpitchtooltip><spw_submergedpitch>Submerged Pitch</spw_submergedpitch><spw_submergedpitchtooltip>The pitch of sounds when the listener is submerged.\n\nNote: Stacks additively with other pitch multipliers.</spw_submergedpitchtooltip><spw_muffledsoundpitch>Muffled Sound Pitch</spw_muffledsoundpitch><spw_muffledsoundpitchtooltip>The pitch of muffled non-looping sounds. Blends with "Unmuffled Sound Pitch" based on muffle strength.\n\nNote: Stacks additively with other pitch multipliers.</spw_muffledsoundpitchtooltip><spw_unmuffledsoundpitch>Unmuffled Sound Pitch</spw_unmuffledsoundpitch><spw_unmuffledsoundpitchtooltip>The pitch of unmuffled non-looping sounds. Blends with "Muffled Sound Pitch" based on muffle strength.\n\nNote: Stacks additively with other pitch multipliers.</spw_unmuffledsoundpitchtooltip><spw_muffledloopingpitch>Muffled Looping Pitch</spw_muffledloopingpitch><spw_muffledloopingpitchtooltip>The pitch of muffled looping sounds. Blends with "Unmuffled Looping Pitch" based on muffle strength.\n\nNote: Stacks additively with other pitch multipliers.</spw_muffledloopingpitchtooltip><spw_unmuffledloopingpitch>Unmuffled Looping Pitch</spw_unmuffledloopingpitch><spw_unmuffledloopingpitchtooltip>The pitch of unmuffled looping sounds. Blends with "Muffled Looping Pitch" based on muffle strength.\n\nNote: Stacks additively with other pitch multipliers.</spw_unmuffledloopingpitchtooltip><spw_muffledvoicepitch>Muffled Voice Pitch</spw_muffledvoicepitch><spw_muffledvoicepitchtooltip>The pitch of muffled proximity chat. Blends with "Unmuffled Voice Pitch" based on muffle strength.\n\nNote: Stacks additively with other pitch multipliers.\n\nNote: Just for fun :)</spw_muffledvoicepitchtooltip><spw_unmuffledvoicepitch>Unmuffled Voice Pitch</spw_unmuffledvoicepitch><spw_unmuffledvoicepitchtooltip>The pitch of unmuffled proximity chat. Blends with "Muffled Voice Pitch" based on muffle strength.\n\nNote: Stacks additively with other pitch multipliers.\n\nNote: Just for fun :)</spw_unmuffledvoicepitchtooltip><!-- Advanced --><spw_advancedtab>Advanced</spw_advancedtab><spw_projectilesounds>Projectile Sounds</spw_projectilesounds><spw_projectilesoundstooltip>Adds unique sounds to projectiles fired from turrets.\n\nNote: This setting is experimental and was primarily used to test the "Doppler Effect" option (Pitch tab).</spw_projectilesoundstooltip><spw_debugperformance>Show Performance</spw_debugperformance><spw_debugperformancetooltip>Display detailed performance information for Soundproof Walls.\n\nNote: This setting is not synced with other players when using "Sync Settings" (General tab).</spw_debugperformancetooltip><spw_debugplayingsounds>Show Playing Sounds</spw_debugplayingsounds><spw_debugplayingsoundstooltip>Display all actively playing sounds registered by Soundproof Walls.\n\nNote: This setting is not synced with other players when using "Sync Settings" (General tab).</spw_debugplayingsoundstooltip><spw_debugchannelinfo>Show Channel Info</spw_debugchannelinfo><spw_debugchannelinfotooltip>Extend the "Show Playing Sounds" setting to also display the gain, pitch, range, distance, muffle, and obstructions for all actively playing sounds.\n\nNote: If "Show Playing Sounds" is disabled, this information is logged in the Barotrauma console.\n\nNote: This setting is not synced with other players when using "Sync Settings" (General tab).</spw_debugchannelinfotooltip><spw_debugreverbarea>Show Reverb Area</spw_debugreverbarea><spw_debugreverbareatooltip>Displays a visual representation of the current reverb area.\n\nNote: Requires "Raycast Reverb Area" (Dynamic tab) to be enabled.\n\nNote: This setting requires cheats to be enabled because otherwise it can be used to navigate dark areas.\n\nNote: This setting is not synced with other players when using "Sync Settings" (General tab).</spw_debugreverbareatooltip><spw_hidesettings>Hide Menu Button</spw_hidesettings><spw_hidesettingstooltip>Remove the "Soundproof Walls" button from the pause menu. The Soundproof Walls settings menu can still be accessed by typing "spw" in the console.\n\nNote: This setting is not synced with other players when using "Sync Settings" (General tab).</spw_hidesettingstooltip><spw_remembermenutabandscroll>Remember Menu Position</spw_remembermenutabandscroll><spw_remembermenutabandscrolltooltip>Open the menu at the last scroll position and tab visited.\n\nNote: This setting is not synced with other players when using "Sync Settings" (General tab).</spw_remembermenutabandscrolltooltip><spw_autosimultaneousinstances>Auto Simultaneous Instances</spw_autosimultaneousinstances><spw_autosimultaneousinstancestooltip>Dynamically adjusts how many instances of a sound can be playing at the same time, based on duration. Longer sounds are limited to a smaller number of simultaneous instances. This is an optimization to selectively reduce the sound count without being obvious to the listener.\n\nNote: Enabling this setting may improve performance.\n\nNote: This setting uses "Max Simultaneous Instances" (N) as a cap:\nmax = min(N, N / duration).</spw_autosimultaneousinstancestooltip><spw_maxsourcecount>Max Playing Sounds</spw_maxsourcecount><spw_maxsourcecounttooltip>How many sounds can be playing at the same time. Higher values prevent sounds from being skipped but may impact performance.</spw_maxsourcecounttooltip><spw_maxsimultaneousinstances>Max Simultaneous Instances</spw_maxsimultaneousinstances><spw_maxsimultaneousinstancestooltip>How many instances of the same sound can be playing at the same time. Higher values prevent sounds from being skipped but may impact performance.</spw_maxsimultaneousinstancestooltip><spw_categoryintervals>Update Intervals</spw_categoryintervals><spw_updatenonloopingsounds>Update Non-Looping Sounds</spw_updatenonloopingsounds><spw_updatenonloopingsoundstooltip>Allow non-looping sounds to be modified while they are playing, giving cut-off potential to sounds that previously couldn't be interrupted.\n\nNote: May slightly impact performance.</spw_updatenonloopingsoundstooltip><spw_astarcacheupdateinterval>A* Cache Update Interval</spw_astarcacheupdateinterval><spw_astarcacheupdateintervaltooltip>The amount of time between each A* pathfinding algorithm cache reset in Dynamic mode.\n\nWhen a sound finds the optimal path to the listener, the result is stored in a cache, allowing subsequent sounds in that hull to use the same result without recalculating. It's important for this cache to be cleared frequently so that changes in the environment (e.g., holes in walls) are reflected in new paths.\n\nNote: Increasing this value may improve performance.\n\nNote: The cache is cleared every time a door opens or closes, regardless of this interval.</spw_astarcacheupdateintervaltooltip><spw_nonloopingsoundmuffleupdateinterval>Non-Looping Sound Update Interval</spw_nonloopingsoundmuffleupdateinterval><spw_nonloopingsoundmuffleupdateintervaltooltip>The amount of time between each obstruction update for non-looping sounds.\n\nNote: Requires "Update Non-Looping Sounds" to be enabled.\n\nNote: Increasing this value may improve performance.</spw_nonloopingsoundmuffleupdateintervaltooltip><spw_openaleffectsupdateinterval>OpenAL Effects Update Interval</spw_openaleffectsupdateinterval><spw_openaleffectsupdateintervaltooltip>The amount of time between each effect parameter update for effects in Dynamic mode.\n\nNote: Increasing this value may improve performance.</spw_openaleffectsupdateintervaltooltip><spw_voicemuffleupdateinterval>Voice Update Interval</spw_voicemuffleupdateinterval><spw_voicemuffleupdateintervaltooltip>The amount of time between each obstruction update for player voices.\n\nNote: Increasing this value may improve performance.</spw_voicemuffleupdateintervaltooltip><spw_componentmuffleupdateinterval>Component Sound Update Interval</spw_componentmuffleupdateinterval><spw_componentmuffleupdateintervaltooltip>The amount of time between each obstruction update for looping component sounds (e.g., vents, reactor, engine).\n\nNote: Increasing this value may improve performance.</spw_componentmuffleupdateintervaltooltip><spw_statuseffectmuffleupdateinterval>Status Effect Sound Update Interval</spw_statuseffectmuffleupdateinterval><spw_statuseffectmuffleupdateintervaltooltip>The amount of time between each obstruction update for looping status effect sounds (e.g., sounds from afflictions).\n\nNote: Increasing this value may improve performance.</spw_statuseffectmuffleupdateintervaltooltip><spw_reverbareaupdateinterval>Reverb Area Update Interval</spw_reverbareaupdateinterval><spw_reverbareaupdateintervaltooltip>The amount of time between area updates for reverb effects.\n\nNote: Increasing this value may improve performance.</spw_reverbareaupdateintervaltooltip><spw_categorytransitions>Transitions</spw_categorytransitions><spw_disablevanillafadeout>Disable Vanilla Fade Out</spw_disablevanillafadeout><spw_disablevanillafadeouttooltip>Disables the vanilla "FadeOutAndDispose" method. Only enable this option if sounds are getting stuck looping.\n\nNote: Results in less smooth audio cutoffs.</spw_disablevanillafadeouttooltip><spw_gaintransitionfactor>Gain Transition Speed</spw_gaintransitionfactor><spw_gaintransitionfactortooltip>How much a sound's volume can change per second. A value of zero disables this feature for instant transitions.</spw_gaintransitionfactortooltip><spw_pitchtransitionfactor>Pitch Transition Speed</spw_pitchtransitionfactor><spw_pitchtransitionfactortooltip>How much a sound's pitch can change per second. A value of zero disables this feature for instant transitions.</spw_pitchtransitionfactortooltip><spw_reverbareatransitionfactor>Reverb Area Transition Speed</spw_reverbareatransitionfactor><spw_reverbareatransitionfactortooltip>How much the area used for reverb effects can change per second. A value of zero disables this feature for instant transitions.</spw_reverbareatransitionfactortooltip><spw_airreverbgaintransitionfactor>Indoor Reverb Transition Speed</spw_airreverbgaintransitionfactor><spw_airreverbgaintransitionfactortooltip>How much the indoor reverb effect's gain can change per second. A value of zero disables this feature for instant transitions.</spw_airreverbgaintransitionfactortooltip><spw_hydrophonereverbgaintransitionfactor>Hydrophone Reverb Transition Speed</spw_hydrophonereverbgaintransitionfactor><spw_hydrophonereverbgaintransitionfactortooltip>How much the hydrophone reverb effect's gain can change per second. A value of zero disables this feature for instant transitions.</spw_hydrophonereverbgaintransitionfactortooltip><spw_dynamicmuffletransitionfactor>Muffle Transition Speed</spw_dynamicmuffletransitionfactor><spw_dynamicmuffletransitionfactortooltip>How much the Dynamic mode's muffle effect can change per second. A value of zero disables this feature for instant transitions.\n\nNote: This feature can produce audible pops when enabled, presumably a symptom of Barotrauma's OpenAL Soft version.</spw_dynamicmuffletransitionfactortooltip><spw_dynamicmuffletransitionfactorflowfire>Flow &amp; Fire Muffle Transition Speed</spw_dynamicmuffletransitionfactorflowfire><spw_dynamicmuffletransitionfactorflowfiretooltip>How much the Dynamic mode's muffle effect can change per second for water flow and fire sounds. A value of zero disables this feature for instant transitions.\n\nNote: This feature can produce audible pops when enabled, presumably a symptom of Barotrauma's OpenAL Soft version.</spw_dynamicmuffletransitionfactorflowfiretooltip><spw_categorypathfinding>Sound Pathfinding</spw_categorypathfinding><spw_traversewaterducts>Traverse Water Ducts</spw_traversewaterducts><spw_traversewaterductstooltip>Allow sounds to pass through open water ducts unobstructed.</spw_traversewaterductstooltip><spw_flowsoundstraversewaterducts>Flow Sounds Traverse Water Ducts</spw_flowsoundstraversewaterducts><spw_flowsoundstraversewaterductstooltip>Allow the estimation of a flow sound's path to pass through open water ducts unobstructed.\n\nNote: Requires "Muffle Flow &amp; Fire Paths" (Muffle tab) to be enabled.</spw_flowsoundstraversewaterductstooltip><spw_opendoorthreshold>Open Door Threshold</spw_opendoorthreshold><spw_opendoorthresholdtooltip>How open a door, hatch, or duct must be for sound to pass through unobstructed. A value of zero allows sounds to pass through fully closed doors unobstructed.</spw_opendoorthresholdtooltip><spw_openwallthreshold>Open Wall Threshold</spw_openwallthreshold><spw_openwallthresholdtooltip>How open a gap in a wall must be for sound to pass through unobstructed.</spw_openwallthresholdtooltip><spw_soundpropagationrange>Sound Propagation Range</spw_soundpropagationrange><spw_soundpropagationrangetooltip>The maximum distance that a sound in the "Wall Propagating Sounds" list (Advanced tab) can search for a nearby hull to propagate into.</spw_soundpropagationrangetooltip><spw_categoryrules>Sound Rules</spw_categoryrules><spw_customsounds>Custom Sounds</spw_customsounds><spw_customsoundstooltip>Apply custom values and effects to specific sounds.\n\n"Keyword": Part of the target sound's file name. Case insensitive.\n\n"GainMult": Volume multiplier. Stacks multiplicatively with other volume multipliers.\n\n"RangeMult": Range multiplier. Stacks multiplicatively with other range multipliers.\n\n"SidechainMult": The volume that other sounds are reduced by when this sound plays.\n\n"SidechainRelease": The duration that the volume reduction lasts for.\n\n"Distortion": Toggles the distortion effect for this sound. Dynamic mode only.\n\n"PitchMult": Pitch multiplier. Works by stretching the sound's length. Ranges between 0.25-4.0.\n\n"MuffleInfluence": Effectiveness of muffle effects. Lower values mean less affected.\n\n"KeywordExclusions": Sounds that contain the provided Keyword but should be excluded. Case insensitive.</spw_customsoundstooltip><spw_moddedcustomsoundstooltip>Custom sound values from [modname]. Takes override priority over the standard "Custom Sounds" list.\n\nThis list is not synced with other players and any changes will not persist beyond the current session.\n\nSoundproof Walls is not responsible for the contents of this list.</spw_moddedcustomsoundstooltip><spw_ignoredsounds>Ignored Sounds</spw_ignoredsounds><spw_ignoredsoundstooltip>Sounds in this list are ignored by all processing.</spw_ignoredsoundstooltip><spw_surfaceignoredsounds>Water Surface Ignored Sounds</spw_surfaceignoredsounds><spw_surfaceignoredsoundstooltip>Sounds in this list pass through air-water barriers unobstructed.</spw_surfaceignoredsoundstooltip><spw_submersionignoredsounds>Water Body Ignored Sounds</spw_submersionignoredsounds><spw_submersionignoredsoundstooltip>Sounds in this list travel through water unobstructed.\n\nNote: Does not affect how sounds interact with water surfaces.</spw_submersionignoredsoundstooltip><spw_wallpropagatingsounds>Wall Propagating Sounds</spw_wallpropagatingsounds><spw_wallpropagatingsoundstooltip>Sounds in this list are able to jump into nearby hulls to better reach the player, receiving a "Thin Wall" obstruction instead of "Thick Wall".</spw_wallpropagatingsoundstooltip><spw_pitchignoredsounds>Pitch Ignored Sounds</spw_pitchignoredsounds><spw_pitchignoredsoundstooltip>Sounds in this list have their pitch forced to 1.0.\n\nNote: The sound-specific pitch multiplier in the "Custom Sounds" list (Advanced tab) overrides this list.</spw_pitchignoredsoundstooltip><spw_reverbforcedsounds>Reverb Forced Sounds</spw_reverbforcedsounds><spw_reverbforcedsoundstooltip>Sounds in this list will always receive the reverb effect if possible.\n\nNote: Exclusive to the "Dynamic" and "Static" effect modes.</spw_reverbforcedsoundstooltip><spw_airreverbignoredsounds>Indoor Reverb Ignored Sounds</spw_airreverbignoredsounds><spw_airreverbignoredsoundstooltip>Sounds in this list never receive the indoor reverb effect.\n\nNote: Exclusive to the "Dynamic" and "Static" effect modes.</spw_airreverbignoredsoundstooltip><spw_waterreverbignoredsounds>Outdoor Reverb Ignored Sounds</spw_waterreverbignoredsounds><spw_waterreverbignoredsoundstooltip>Sounds in this list never receive the outdoor reverb effect.\n\nNote: Exclusive to the "Dynamic" effect mode.</spw_waterreverbignoredsoundstooltip><spw_barrierignoredsounds>Barrier Ignored Sounds</spw_barrierignoredsounds><spw_barrierignoredsoundstooltip>Sounds in this list are not muffled by occlusion, walls, doors, or water surfaces.</spw_barrierignoredsoundstooltip><spw_xmlignoredsounds>XML Ignored Sounds</spw_xmlignoredsounds><spw_xmlignoredsoundstooltip>This list is for sounds marked internally with the "dontmuffle" tag or similar properties. Sounds in this list will always be evaluated for muffling.</spw_xmlignoredsoundstooltip><spw_lowpassignoredsounds>Lowpass Ignored Sounds</spw_lowpassignoredsounds><spw_lowpassignoredsoundstooltip>Sounds in this list will never receive muffle effects.</spw_lowpassignoredsoundstooltip><spw_containerignoredsounds>Container Ignored Sounds</spw_containerignoredsounds><spw_containerignoredsoundstooltip>Sounds in this list pass through any containers that they're stored in unobstructed.</spw_containerignoredsoundstooltip><spw_bubbleignorednames>Drowning Exempt Players</spw_bubbleignorednames><spw_bubbleignorednamestooltip>Insert player names in this list to grant them immunity from the drowning bubbles effect caused by speaking underwater without an oxygen supply.</spw_bubbleignorednamestooltip><!-- Extra --><spw_updateserverconfig>modified settings - the server config has been updated</spw_updateserverconfig><spw_disableserverconfig>disabled setting synchronization - local configs now take priority</spw_disableserverconfig><spw_hydrophonemonitoring>Monitor Hydrophones</spw_hydrophonemonitoring><spw_serverdiffheader>The active server config has [count] changes from your local config:</spw_serverdiffheader><spw_listening>Listening...</spw_listening><spw_loading>Loading audio buffers...</spw_loading><spw_invalidinput>Invalid Input</spw_invalidinput><spw_enabled>Enabled</spw_enabled><spw_disabled>Disabled</spw_disabled><spw_default>Default</spw_default><spw_vanilla>Vanilla</spw_vanilla><spw_custom>Custom</spw_custom><spw_linear>Linear</spw_linear><spw_instant>Instant</spw_instant><spw_pertick>Per Tick</spw_pertick><spw_concave>Concave</spw_concave><spw_convex>Convex</spw_convex><spw_seconds>s</spw_seconds><spw_reset>Reset</spw_reset><spw_resetall>Reset All</spw_resetall><!-- 2.0 Popup message --><spw_popupheader>Welcome to Soundproof Walls 2.0</spw_popupheader><spw_popupheadersubtext>Soundproof Walls 2.0 is a fully rewritten and expanded version of the original mod and stands as a complete audio system overhaul for Barotrauma.</spw_popupheadersubtext><spw_guidelink>New to Soundproof Walls? Click me to read the Configuration Guide (recommended)!</spw_guidelink><spw_popupbodyheader>Major Changes</spw_popupbodyheader><spw_popupbodysubheading1>• Environmentally Simulated Reverb</spw_popupbodysubheading1><spw_popupbodysubtext1>Sounds and player voices echo realistically based on the size and volume of the room. Outside the submarine, loud sounds can be heard scattering for miles as the soundwaves bounce off the frozen walls of Europa.</spw_popupbodysubtext1><spw_popupbodysubheading2>• Sidechain Compression System</spw_popupbodysubheading2><spw_popupbodysubtext2>Gunshots and explosions hit harder, drowning out quieter sounds for a wider, more powerful dynamic range.</spw_popupbodysubtext2><spw_popupbodysubheading3>• Dynamic Lowpass Frequency</spw_popupbodysubheading3><spw_popupbodysubtext3>Sounds are no longer limited to being muffled at one set strength and will now dynamically adapt based on the situation and how many obstructions are in the way.</spw_popupbodysubtext3><spw_popupbodysubheading4>• Sound Occlusion</spw_popupbodysubheading4><spw_popupbodysubtext4>Sounds are muffled by the shape of the surrounding level geometry as they explore their path to the player's ears.</spw_popupbodysubtext4><spw_popupbodysubheading5>• Powerful Distortion</spw_popupbodysubheading5><spw_popupbodysubtext5>Gunshots, explosions, and other loud sounds distort violently in the air and pulse deeply in the water.</spw_popupbodysubtext5><spw_popupbodysubheading6>• Better Voice Chat</spw_popupbodysubheading6><spw_popupbodysubtext6>Fine-tune your radio from crystal clear to completely broken and try out the new local proximity chat system that dynamically adjusts how far your voice carries based on how loud you're yelling.</spw_popupbodysubtext6><spw_popupbodysubheading7>• Overhauled Systems</spw_popupbodysubheading7><spw_popupbodysubtext7>Eavesdropping and hydrophone systems have received a full makeover with new visuals and sound effects. Vanilla systems have also been improved - no more skipped sounds during heavy action, and water flow is now properly muffled by walls.</spw_popupbodysubtext7><spw_popupbodysubheading8>• Absolute Control</spw_popupbodysubheading8><spw_popupbodysubtext8>With 230+ new config options and a redesigned settings menu, you have full control over every sound and endless ways to customise them.</spw_popupbodysubtext8><spw_popupbodyconclusion>I hope you enjoy the changes! Let me know if you have any questions or issues. :) - Plag</spw_popupbodyconclusion><spw_footertext1>This is just the surface</spw_footertext1><spw_footertext2>Support me</spw_footertext2><spw_footertext3>Check out the code</spw_footertext3><spw_footerlink1>See the full changelog on Steam!</spw_footerlink1><spw_footerlink2>Buy me a coffee on Ko-fi!</spw_footerlink2><spw_footerlink3>Give the repo a star on GitHub!</spw_footerlink3><spw_popupbutton>Settings</spw_popupbutton><!-- Stats log --><spw_statsheader>Soundproof Walls Statistics:</spw_statsheader><spw_stats>You've initialized Soundproof Walls [initcount] times.\nAnd played for [playtime] with the mod enabled.\n[percenteavesdrop]% of your time is spent eavesdropping.\nAnd [percenthydrophone]% of your time is spent monitoring the hydrophones.\nIn total, [soundcount] sounds have been processed by Soundproof Walls.</spw_stats></infotexts>