Vintage Story Mod DB · Vintage Story mod
Sound Physics Adapted
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
Quick answer
Which Sound Physics Adapted release should I use?
Sound Physics Adapted 0.2.6-dev.8 targets 1.22.0, 1.22.1, 1.22.2. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Sound Physics Adapted required on the client, server, or both?
It must be installed on the client. Installation on the dedicated server is optional.
This release supports both sides, but the source does not require it on the server.
What else does Sound Physics Adapted 0.2.6-dev.8 need?
0.2.6-dev.8. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Sound Physics Adapted without breaking your instance.
Built for Sound Physics Adapted 0.2.6-dev.8. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 0.2.6-dev.8. It targets 1.22.0, 1.22.1, 1.22.2; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
It must be installed on the client. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 0.2.6-dev.8. It opens that exact file at the source.
About this project
What does Sound Physics Adapted add?
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.
Project description from Vintage Story Mod DB.
Pick your setup
Sound Physics Adapted releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.22.7
1 loader build1.22.6
1 loader build1.22.5
1 loader build1.22.4
1 loader build1.22.3
1 loader build1.22.2
1 loader build1.22.1
1 loader build1.22.0
1 loader build1.21.7
1 loader build1.21.6-rc.1
1 loader build1.21.6
1 loader build1.21.5
1 loader buildShowing the newest 12 of 32 game versions. Older files are in the list below.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Sound Physics Adapted versions and loaders
0.2.6-dev.8
soundphysicsadapted_v0.2.6-dev.8.zip
21 Aug 2026
0.2.6-dev.7
soundphysicsadapted_v0.2.6-dev.7.zip
21 Aug 2026
0.2.6-dev.6
soundphysicsadapted_v0.2.6-dev.6.zip
19 Aug 2026
0.2.6-dev.5
soundphysicsadapted_v0.2.6-dev.5.zip
17 Aug 2026
0.2.6-dev.4
soundphysicsadapted_v0.2.6-dev.4.zip
14 Aug 2026
0.2.2-dev.4
soundphysicsadapted_v0.2.2-dev.4.zip
14 Aug 2026
0.2.6-dev.3
soundphysicsadapted_v0.2.6-dev.3.zip
14 Aug 2026
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.