

Surround Sound
Adds multichannel output modes and enhanced sound effects for home theater systems
Description
Surround Sound
True multichannel audio for Vintage Story
Surround Sound overhauls the game's audio positioning, environmental ambience, and weather systems to create a more immersive and physically grounded soundscape.
IMPORTANT NOTE!
This mod has been superseded by two new mods.
Spatial Audio replaces OpenAL with Steam Audio, adding richer support for occlusion, reverb, and spatial rendering.
Spatial Audio Effects takes the positional weather system from this mod and expands on it.
They are designed to be consumed together.
I will keep this mod up and maintained as a simpler approach for basic multichannel surround, but there will be no new features.
What This Mod Does
This update is a substantial overhaul of the vanilla audio experience. Sounds are no longer treated as simple static emitters — creatures, weather, foliage, machinery, and environmental ambience now behave more naturally within the world around the player.
Whether you're walking through heavy rain, hearing underground drifters muffled beneath stone, or chasing a bowtorn through dense forest, sounds should now feel attached to the things producing them instead of hovering unnaturally in space.
Surround & Spatial Audio
<table style="width: 100%; border-collapse: collapse;"> <tbody> <tr> <td style="padding: 8px;">Supported Output Modes</td> <td style="padding: 8px;">Auto • Stereo • Stereo HRTF • Quad • 5.1 • 6.1 • 7.1</td> </tr> <tr> <td style="padding: 8px;">Stereo Upmixing</td> <td style="padding: 8px;">Optional surround expansion for stereo sounds with configurable gain reduction</td> </tr> <tr> <td style="padding: 8px;">Listener Offset</td> <td style="padding: 8px;">Slight rearward listener positioning for a more natural sound field</td> </tr> <tr> <td style="padding: 8px;">Expanded Sound Range</td> <td style="padding: 8px;">Configurable sound distance scaling (defaults to 3x)</td> </tr> </tbody> </table>Dynamic Entity Audio
Sounds emitted by moving entities are now continuously position-tracked in real time.
Previously, long or lingering creature sounds could remain suspended where they were first played — producing an “enderman-like” effect where audio hovered behind fast-moving entities.
This overhaul eliminates that behavior by keeping sounds attached to their source while they move.
- Creature sounds properly follow moving entities
- Player footsteps remain centered on the player
- Looping and one-shot sounds behave more naturally during movement and despawn events
- Optional tracking inference improves accuracy for rapidly moving sound sources
Sound Occlusion
Increasing sound range exposed a major vanilla limitation: underground entities could often be heard clearly through terrain.
Surround Sound now includes experimental raycast-based occlusion that filters and attenuates sounds travelling through blocks.
- Muffled underground mobs
- Reduced high frequencies through walls and terrain
- Distance-aware attenuation through multiple blocks
- Optional occlusion for static machinery and world sounds
Static occlusion can optionally apply to selected sounds such as:
water • anvils • querns • pulverizers • helve hammers • hammers
Weather & Environmental Ambience
The weather system has been extensively reworked to feel more spatial and embedded within the world.
- Multichannel rain, wind, thunder, and low-weather ambience
- Experimental positional rain emitters surrounding the player
- Positional leaf and reed rustle emitters
- Improved foliage emitter distribution and update behavior
- More convincing outdoor ambience during storms and wind events
Important Configuration Options
<table style="width: 100%; border-collapse: collapse;"> <tbody> <tr> <td style="padding: 6px;">SoundRangeMultiplier</td> <td style="padding: 6px;">Controls overall audible sound distance</td> </tr> <tr> <td style="padding: 6px;">EnableEntitySoundPosTracking</td> <td style="padding: 6px;">Keeps sounds attached to moving entities</td> </tr> <tr> <td style="padding: 6px;">EnableEntitySoundBlockOcclusion</td> <td style="padding: 6px;">Applies terrain-based sound muffling</td> </tr> <tr> <td style="padding: 6px;">EnableExperimentalLeafRustleEmitters</td> <td style="padding: 6px;">Enables positional foliage ambience</td> </tr> <tr> <td style="padding: 6px;">EnableExperimentalRainEmitters</td> <td style="padding: 6px;">Enables positional rain ambience</td> </tr> <tr>Ratings & reviews
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