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lethalcompany-noisesuppression's Introduction

Noise Suppression (for Lethal Company)

Sick of hearing your friends' mouth noises when you're being chased by a bracken?
Would you rather not listen to your mate's TikToks while he's "watching the monitors" back at the ship? (yes, I'm talking about you Eugene ๐Ÿ‘ฟ)

Listen no more with the NoiseSuppression mod!

As it turns out, the underlying audio engine has support for RNNoise noise suppression, so this mod simply turns it on.

Compatability

This has been tested with the following Lethal Company versions, but it'll most likely work with future versions unless the backend audio engine changes.

  • v40
  • v45

How to use

Once you've installed the mod, you can change your suppression state using the following keys:

  • 0: toggle noise suppression on/off
  • PageUp: enable noise suppression
  • PageDown: disable noise suppression
  • 8: decrease the "wet mix" of microphone audio into suppressed audio by 10%
  • 9: increase the "wet mix" of microphone audio into suppressed audio by 10%

Installation

Same as every other project:

  • Thunderstore
  • Manual, just drop the DLL into the plugins dir

Contributing

If you find an issue, or you see an issue you want to help with, please feel free to contribute! I may be a .NET developer, but Unity's engine code is an unknown to me so who knows if I'm doing stuff correctly :D

You'll need to copy the following DLLs out of your game directory (Lethal Company/Lethal Company_Data/Managed) into the /lib directory of this solution

  • Assembly-CSharp.dll
  • DissonanceVoip.dll
  • Unity.InputSystem.dll
  • Unity.Netcode.Runtime.dll
  • UnityEngine.dll

License

This project is licensed under the MIT license, see LICENSE.txt for more information

lethalcompany-noisesuppression's People

Contributors

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Stargazers

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Watchers

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Forkers

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lethalcompany-noisesuppression's Issues

feat: reset suppression-related preferences on shutdown

Currently, when shutting down the application and removing the mod, the state from the last launch will be kept. This can be confusing for users when they expect noise suppression to disappear when the mod is uninstalled.

Dissonance_Audio_BgDenoise_Enabled and Dissonance_Audio_BgDenoise_Amount are saved via Unity's PlayerPrefs class which persists to registry on Windows and to an XDG dir on Linux (as far as I could tell).

I have no idea where to hook this into :\

feat: indicate when noise suppression is on/mix percentage

Currently, there is no way to know if noise suppression is enabled or disabled unless you use the enable/disable buttons, nor can you tell the wet/dry feed mix.

It would be a better user experience to indicate these state changes - either permanently on screen or temporarily via an audio queue/icon popup.

ci: create reproducable builds via GH actions/Azure Pipelines

Currently, all builds are done locally by me. While this is fine, I shouldn't be a source of trust when it comes to builds. Instead we should be producing DLLs in a pipeline, saving a checksum, and uploading that build so users can verify the DLL hasn't be tampered with.

I'm uncomfortable with uploading random DLLs to the internet, and everyone should be uncomfortable downloading them as well!

feat: add rebinding of keys

Currently all of the key codes are hardcoded/stored in a config file. It would be ideal if we could hook into the keybinds menu to allow users to adjust them.

Current keysbinds:

  • 0: toggles noise suppression
  • 8: decreases noise suppression/raw audio mix by 10%
  • 9: increases noise suppression/raw audio mix by 10%
  • PageUp: enables noise suppression
  • PageDown: disables noise suppression

incompatibility issues with fov mod

rozebud's fov adjust mod fails to adjust fov when this mod is present.
not sure what could be causing this, but i narrowed down the issue to specifically this mod through trial and error... hopefully this can be fixed.

tho it might have more to do with this mod not functioning properly when used through r2modman, because of the special installation instructions

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