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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

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Sound Physics Adapted release should I use?

Updated 17 days ago
Latest stable file 0.2.6-dev.8
Game version 1.22.0, 1.22.1, 1.22.2
Loader Built-in Vintage Story mod system

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.

Client Required
Dedicated server Optional
Loader for this release Built-in Vintage Story mod system
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

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.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

Config lib Optional for Sound Physics Adapted 0.2.6-dev.8
optional
Matching file found Matched file: 1.13.2
Surround Sound Optional for Sound Physics Adapted 0.2.6-dev.8
optional
Matching file found Matched file: 1.2.3

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.

  1. 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.

  2. 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.

  3. 03

    Put it on the correct side

    It must be installed on the client. Installation on the dedicated server is optional.

  4. 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

  1. Click 1-click install, or download the ZIP file above.
  2. For a manual install, put the ZIP file into VintagestoryData/Mods.
  3. 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.json for the audio behavior and the performance limits.
  • soundphysicsadapted_materials.json for 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:

  • MaxSoundsPerTick limits how many sounds the mod updates in one tick.
  • EnableStaticSoundCache lets sounds that do not move skip their raycast.
  • EnableDistanceModelOverrides turns 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.

32 available setups

Showing 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

7 of 7 releases match

Looking for an older file? The official Vintage Story Mod DB project page is in Resources.