Mods / Salty´s Cave Symphony
Author: SaltyWater
Side: Both
Created: May 28th at 9:09 PM
Last modified: Oct 19th at 11:14 PM
Downloads: 32086
Follow Unfollow 732
Recommended download (for Vintage Story 1.21.5):
CaveSymphony_1.2.1.zip
1-click install
Pet the floppa to buy me a coffee!
Cave Symphony is a mod from my Symphony mod series.
focus on underground soundscapes:
In direct contrast to Forest Symphony which evokes a warm and peaceful atmosphere, Cave Symphony aims to touch a little bit of the game horror element using:
Atmospherical underground HUM sound system, with seamless transition for entering and exiting caves, depth applied!
Wind howls for cave entrances/hallways/tunnels/hollow structures system tied to surface wind speed!
water dripping sound and visuals around still underground bodies of water!
Annoying bats/rats squeaking noises to make you go insane!
Rare cave earthquake events heavily focused on the visuals/auditory experience, the ceiling can fall on your head so.. better run!
And distant echoed stone impacts that may or may not indicate a approaching earthquake,
to instill unease and claustrophobia underground, even if playing homosapiens mode.
If this mod is lagging for you, disable the hallway system inside "TunnelHowl.json" config file. It's the heaviest system, disabling it should make your gameplay lag free.![]()
Feedback is highly appreciated!
You should definitely check the other symphony mods:
Also try Bark Beetle if you like this mod.
Configs:
Check the folder 'CaveSymphony' inside ModConfig.
Each system has it's own config file. With comments to help you understand the values.
ROADMAP:
(and notes to self)
- Cave Ambience System (HUM System).
- Refine HUM system so depth is calculated dynamically .
- Cave Hallways/wind system: Based on overworld wind speed Cave entrances, cave hallways and man made hollow structures produces eerie wind sound effects.
- Environment systems:
- Drops of water near underground bodies of water.
- Distant echoed stone cascade sound effects.
- EarthQuakes.
- Animals and insects system:
- Bats
- Rats
- Snakes?
- Spiders
- Scorpions
- Centipedes
- Cockroaches
check out my other mods here:
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.2.1 | cavesymphony | 8159 | Oct 19th at 11:14 PM | CaveSymphony_1.2.1.zip | 1-click install | ||
|
10 steps logic removed. | |||||||
| 1.2.0 | cavesymphony | 9610 | Sep 6th at 5:50 PM | CaveSymphony_1.2.0.zip | 1-click install | ||
|
Now earth quake has a chance to trigger cave ins. Cave ins chance is hardcoded (not configurable) to preserve the element of surprise.
Good luck everyone. | |||||||
| 1.1.4 | cavesymphony | 2651 | Aug 30th at 3:20 AM | CaveSymphony_1.1.4.zip | 1-click install | ||
|
removed embedded dlls. | |||||||
| 1.1.3 | cavesymphony | 5450 | Aug 4th at 8:08 PM | CaveSymphony_1.1.3.zip | 1-click install | ||
|
Fixed network registration for Earth Quake system
Added new Bat system, Bat sounds and Bat configs! Added new Rat System, Rat sounds and Rat configs! Bats and Rats react to player proximity. | |||||||
| 1.1.2 | cavesymphony | 761 | Jul 31st at 4:47 PM | CaveSymphony_1.1.2.zip | 1-click install | ||
|
earthquake system now at 60 seconds intervals instead of 30. earth quake system is now server side, this means earth quakes will be triggered to all nearby clients. earthquake system now checks for sky exposure before triggering to minimize surface false positives. earthquake system now only triggers if sealevel below 20 for minimizing even more surface false positives.
this is now a server/client mod. | |||||||
| 1.1.1 | cavesymphony | 982 | Jul 20th at 8:52 PM | CaveSymphony_1.1.1.zip | 1-click install | ||
|
Added distant rock impact sound effects.
Those are simple, walking around caves can trigger rock falling echoed sounds in the distace. They also may or may not signal a approaching earthquake. So watch out... | |||||||
| 1.1.0 | cavesymphony | 357 | Jul 18th at 11:52 AM | CaveSymphony_1.1.0.zip | 1-click install | ||
Cave ErthQuake system.
Now there's a chance of a earthquake to happen when inside a cave.
More information about the inner workings in the youtube description here: https://www.youtube.com/watch?v=myveiz0HTdo&lc=UgwJxyu6ACUbjAp952p4AaABAg Please refer to the roadmap in the mod description for future implementations! Added movement-threshold skip Dark-air seed list
| |||||||
| 1.0.8 | cavesymphony | 784 | Jul 12th at 9:51 PM | CaveSymphony_1.0.8.zip | 1-click install | ||
Couple Performance tweaks
fancy words uhay hope it works | |||||||
| 1.0.7 | cavesymphony | 187 | Jul 11th at 11:09 PM | CaveSymphony_1.0.7.zip | 1-click install | ||
Cave water dripping system.
Now you'll hear water dripping near water bodies inside caves.
More information about the inner workings in the youtube description here: https://www.youtube.com/watch?v=EepOCvoP4N8
Please refer to the roadmap in the mod description for future implementations!
| |||||||
| 1.0.6 | cavesymphony | 1497 | Jun 10th at 8:24 PM | CaveSymphony_1.0.6.zip | 1-click install | ||
|
Quick patch:
| |||||||
| 1.0.5 | cavesymphony | 213 | Jun 9th at 6:27 PM | CaveSymphony_1.0.5.zip | 1-click install | ||
|
Some performance tweaks:
| |||||||
| 1.0.4 | cavesymphony | 208 | Jun 8th at 12:23 PM | CaveSymphony_1.0.4.zip | 1-click install | ||
|
Some tweaks
⚠ Sound still plays in hollow structures, make sure your structures have 0 exits. (considered a room) | |||||||
| 1.0.3 | cavesymphony | 335 | Jun 6th at 10:30 PM | CaveSymphony_1.0.3.zip | 1-click install | ||
|
Additions to the Hallway/tunnel system.
| |||||||
| 1.0.2 | cavesymphony | 241 | Jun 5th at 12:12 PM | CaveSymphony_1.0.2.zip | 1-click install | ||
Cave hallways/Wind system
Now you'll hear howling wind inside tunnel structures. They occur in cave entrances near surface and are tied to the wind speed. More information about the inner workings in the youtube description here: https://www.youtube.com/watch?v=kpRkq7SEHtQ and here: https://www.youtube.com/watch?v=a3K_A6hH9OU
Please refer to the roadmap in the mod description. | |||||||
| 1.0.1 | cavesymphony | 425 | May 29th at 8:16 PM | CaveSymphony_1.0.1.zip | 1-click install | ||
|
Added cave HUM depth system.
Added configs to control the depth system as well as config to control the sound.
| |||||||
| 1.0.0 | cavesymphony | 187 | May 28th at 9:10 PM | CaveSymphony_1.0.0.zip | 1-click install | ||
|
So far it adds a HUM sound effect entering caves.
Please refer to the roadmap in the mod description. | |||||||


shiftystheory
The configs are client side, you won't find them in the server folder 😆
They're inside VintagestoryData/ModConfig.
Sorry maybe I wasn't clear, inside the ModConfig Folder there is no CaveSymphony. Went users/user/AppData/Roaming/VSserverData/ModConfig. There is no CaveSymphony folder or .jsons. The only Symphony config is TemporalSymphonyConfig.json and temporalsymphony.yaml. I know for a fact Cave Symphony is installed because it's in the mod file and we have had earthquakes in game but, there's no config anywhere.
shiftystheory
The config files are inside ModConfig>CaveSymphony!
@saltywater Everyone on my server is absolutely losing it from the blaring wind howls inside our stone buildings which I guess the mod counts as caves, maybe it's a room size thing. Anyway, I can't find any config for this mod anywhere. Temporal Symphony has a config json in the ModConfig folder but neither of the other symphony mods are showing one. No folder, no TunnelHowl.json. I want to keep this mod because the other ambiance and earthquakes are cool.
Not sure if it's a bug or not with the mod but it does cause issues inside the archive when the underground earthquakes happen. Parts of the archive fall down into the hallways blocking them. I had quite a bit of difficulty in the mines due to this and had to use creative mode to destroy the dropped blocks to get through.
I have rats, the only time they squeak is when one is grooming another and the groomee gets annoyed.
Mohawked
well then they're working as expected! 😆
"Annoying bats/rats squeaking noises to make you go insane!"
I love your mods and this one is great, but I don't like the rats sounds. Maybe it's a bug so I wanted to give a feedback here. Once the rats sounds starts it's really annoying, it goes on for several minutes of loud and non-stop squeaks and running noises. At some point I just had to exit everything and disable it in the config files. I don't mind it a bit from time to time, but in my game it feels like it goes on forever and then just stops, which kill the immersion. Maybe a variable in the config to set the duration of the rats event or the intensity would be a good idea. If this is a bug, let me know if I can give you any logs or try some fixes. Either way this mod is as great as the others. Can't imagine playing without some of them now. Thanks!
i second @teax, it's adding this hum to my small cellar and it feels quite inappropriate. it'd make sense to disable such ambience when in a room
Has the newest version has fixed the issue of the rhythmic, half-second freezing that starts (and doesn't stop) that Zokora mentioned?
I'm trying to figure out if I need to remove this or update it because this happens every time I explore outside and i have to restart my server every time.
Greetings, like your mods. But one thing annoys me with this one. In cellars the hum sound starts too like its in a cave. Would it be possible to add a config that disables the hum sounds inside player created cellars?
Best regards
I'm not sure what I'm supposed to be hearing in the sample video. I hear the water flowing, and a low rumble, but no drips at all or anything else.
maybe im missing something but this mod never works.
forest symphony works fine love that mod, but this one I go into caves and theres nothing.
Just experienced my first earthquake while deep underground. Pants officially soiled. Thank you Salty <3
Thighz
Oh boy 🤣
The earth claims another soul
This mod plus your mining mod are so immerisve I had no idea what was going on until the rocks fell on me lol
El_Neuman
Nops, configs are client side.
Players on my server are complaining that there’s strong wind blowing inside their houses. I’m tired of explaining what to disable in the config. Is there a way to set a single config for everyone?
I really like the sounds, this makes the game feel much more alive but definitely needs more tweaking, for example cave sounds happen even in played built structures, really nice that the mod is that dynamic but this also creates problem with not being able to get rid of these sounds in player built structures, early game shelters are plagued sadly with these cave sounds and this makes the mod not fun as it was intended but kinda annoying to deal with.
not sure how the mod works, I'm not someone who makes mods but I'm guessing the mod checks where the sounds should play, maybe the sounds could play only near stone, or the sounds could be muffled by wood and all the player built furniture to effectively remove them somehow in early bases that are not fully closed from the outside.
Is there any way to flag an area to not have the whistling? I made my base in a ruins and I hear whistling inside the base. I've plugged all the visible holes, but I've got a large tree in the ruins and am now wondering if the gaps between the logs are causing the whistling.
edit: yes, filling in the tree got rid of the whistling.
edit 2: it didn't actually fix the whistling, so I guess I'll just have to live with it🤷
Samoletik I just realised it happened because sleek doors are not airtight. But I think they fixed it in 1.21.2
I have an issue that I hear the wind sound that usually near the caves but this time inside my house constantly, while there is no holes and house is airtight.
Your Symphony mods are great so far. However this one is too loud to the point I can't keep it installed. Can you make it possible to lower the volume of Each sound type in the config.
Also, I don't see an option to disable rat sounds. Since everything else has that option I thought the lack in this one is weird.
Thanks for your great mods Salty.
Totally forgot I had this mod installed and experienced my first earthquake event and nearly shit myself. 10/10 mod brother
My biggest concern regarding the cave-ins is that they audio-visually only seem to apply client-side. My wife and I have been standing side by side and she's wondering why I'm freaking out until the physical effects of the cave-in starts. I love what they add to mining, and hope there's plans to resolve this (seeming?) incongruity.
There is zero chance I will ever upgrade past 1.1.4 unless cave-ins can be disabled. I don't need to see the probability of them, so I really don't understand this bit about "the element of surprise". A simple flag to disable it would make all the difference. It's fine if that's still a "no"; it's your mod. I just wanted to make sure it was clear some of us won't use it in that case.
P.S. Aside from that, this mod is really great.
I'm having the same annoyance as ChadsFriend. Mod seems to not be able to distinguish a non-insulated house vs a cave, and plays the cave howl constantly inside the home.
Zokora I noticed this problem too. I've already sent the author detailed logs and the locations where the load is occurring on Discord. I hope it gets fixed.
Did not see that earthquakes were added and almost jumped out of my chair when it happened.
The cave sounds (specifically wind howling sound) play when I'm just sitting in my house. Is that intentional or is there someing I can do to fix it? Love the mod!
Not sure if this is a issue on you end but i keep getting massive log spam the earthquake system here an example
it dose this like every 10 secounds after give me a big log dump of:
20.9.2025 13:31:24 [Debug] MeshRef with vao id 69400 with 216 indices is leaking memory, missing call to Dispose. Set env var VAO_DEBUG_DISPOSE to get allocation trace. it dsoe this from ID #65470-76510 so theres a list 11040 ID number long no clue if its not playing nice with something or if i briked it. any help would be great.
20.9.2025 13:57:45.044 [VerboseDebug] Done handling playerdata packet
20.9.2025 13:57:47 [Debug] [CaveSymphony] EarthQuakeSystem: HUM detected
20.9.2025 13:57:48 [Debug] [CaveSymphony] EarthQuakeSystem: HUM ended (preQuakeActive=False)
20.9.2025 13:57:49 [Debug] [CaveSymphony] EarthQuakeSystem: HUM detected
20.9.2025 13:57:50 [Debug] [CaveSymphony] EarthQuakeSystem: HUM ended (preQuakeActive=False)
20.9.2025 13:57:51 [Debug] [CaveSymphony] EarthQuakeSystem: HUM detected
20.9.2025 13:57:51 [Debug] [CaveSymphony] EarthQuakeSystem: HUM ended (preQuakeActive=False)
20.9.2025 13:57:52.985 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:53.109 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:53.726 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:53.973 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:55.333 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:56.071 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:56.447 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:56.939 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:57.188 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:57.802 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:58.055 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:58.677 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:58.919 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:57:59.658 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:58:00.160 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:58:00.654 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:58:01.270 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:58:02.254 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:58:06.565 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:58:13.119 [VerboseDebug] Entities and pool locations removed. Removing from chunk dict
20.9.2025 13:58:19.428 [VerboseDebug] Received player data for playeruid dVyKdRVJqHBi1/V3/k3Gnth2
20.9.2025 13:58:19.428 [VerboseDebug] Done handling playerdata packet
Something in this mod doesn't seem to be cleaned up correctly. After some playing I'm getting massive lag spikes every half-second or so coming form gmleCaveSymphony.Systems.CaveSystem (client-side)
```
20.9.2025 20:57:19 [Client Notification] A tick took 81.42 ms
81.42ms, call : all
69.30ms, 1 call : tick-entitylisteners (mainly BlockEntities)
63.44ms, 1 call : gmleCaveSymphony.Systems.CaveSystem
4.73ms, 1 call : gmlerustboundmagic.src.client.HudPlayerCastBarRM
0.36ms, 25 calls, avg 14.41 us/call: behaviors
1.93ms, 23 calls, avg 83.79 us/call: Opaque-
1.09ms, 1 call : rendTransparent
0.42ms, 1 call : gt-clouds
0.89ms, 1 call : beginrenderstage-AfterPostProcessing
0.48ms, 1 call : rend3D-rets-op
0.48ms, 309 calls, avg 1.54 us/call: Opaque-beanimutil
0.45ms, 650 calls, avg 0.70 us/call: ovhlib-tpan-of-0
0.41ms, 396 calls, avg 1.04 us/call: Opaque-animatable
0.40ms, 396 calls, avg 1.02 us/call: ShadowFar-animatable
```
While writing this these lag spikes have increased significantly (I have just been sitting around in-game):
```
20.9.2025 21:04:00 [Client Notification] A tick took 244.75 ms
227.67ms, 1 call : gmleCaveSymphony.Systems.CaveSystem
```
These lag spikes do not disappear when leaving the area.
Love the atmosphere the mod adds, 10/10 hate going into caves now.
LastXsile
Hey! So I'll be helping Salty with QA on this mod soon, could you please contact me on Discord ( prototype464 ) with some screenshots or descriptions of the scenarios where the tunnel howl is happening? I figure there's things that can be done to mitigate instances of it happening when it shouldn't.
Do earthquake cave-ins occur with the world setting toggled? I don't want mining to cause cave-ins, but I do want earthquakes to do that.
Before the cave-in update, I thought the earthquake was the Temporal Symphony kicking in right after I took a translocator to who-knows-where... scared the hell outta me lol
SaltyWater Theres not config file generated on my server to turn off tunnel howl. Its currently just causing to many problems on the server for people, tunnel howl sounds in to many places that doesnt really make sense. How can i turn it off? Ill try making a singleplayer world to see if it generates a config.
Edit: Guessing its clientsided
SaltyWater Got it, thanks!
Peridot
Totally fine! Just make sure to delete caches ^^
Just wondering, would any issues arise if I updated to try out the earthquakes and then downgraded back a version if I decided they weren't for me?
Akari_Enderwolf
RenayEdor
Totally fair, I'll try to remember to add a option to disable it when I revisit the mod in the future! Keep the old vers for now! ^^
RenayEdor
Falling trees is a mod idea I have, but not for forest symphony! 😆
I'm sorry, I love the audio elements of the mod... but non-configurable earthquakes is a no-go to me. Not even a way to turn off the cave-ins from them?
Don't think I'll be updating since I have this mod for ambiance, not for any kind of tangible/physical effect in-game.
would it be possible to make the cave-ins configurable? As fun as they might be i'm more in it for the atmospherics than gameplay changes
Fork it, add falling trees to Forest Symphony
I appreciate the idea of cave-ins from the earthquakes, however it not being configurable undermines the mod a little for people who play one-life worlds. It would suck to die two years into a world because of a random unavoidable cave-in.
Whenever I'm riding on an elk through water, I hear some crumbling rock noises a short distance away in the water, like the game thinks I'm in a cave and triggers a cave noise. Just something a bit odd.
I have to say, I do wish there was a trigger to potentially make unstable rocks fall during Earthquakes when cave-ins are turned on.... (Or is that a thing and I don't know it because of my friends server?)
SleepyNotDead - Don't you dare say it's a bad idea, I love it. Would be even better if there were varying intensities of earthquakes, and the really bad ones give you warning to get the hell out of the caves before the cieling comes down.
awesome. thanks for doing that
TheRealFlynn
Hey!! Thanks ^^
Yep, some mods don't need code changes, i'm testing one by one and updating version compatibility. But the mod version stays the same for those.
this says it's updated, but it its the same version number as the one I had already downloaded from a previous update?
is it just noting compatability with 1.21?
awesome mods as always Salty
I had the same crash with "unhandled exception in thread 'asyncparticles'"
OMG That earthquake event is TERRIFYING!!! I love it!
I haven't had this issue before but I got my first crash during an earthquake, and the client log mentioned "unhandled exception in thread 'asyncparticles'". I'm assuming this is related to the weather event (earthquake). It could be a vanilla issue with particles but I'm just letting you know.
I have this and the temportal storm one and the earthquake scared me SO MUCH because I though a temporal storm was approaching from the noise and shaking.
I loved it.
Please make more scary stuff.
Just a little request, put this on my server and i would like the ability to add a random timer to the earthquakes
Would like to keep them on there toes you know, something like this maybe
QuakeChance = {
random: Math.ceil(Math.random() / 1000000)
}
console.log(json);
}
Bad Idea: a brutal option that allows earthquakes to trigger cave-ins if cave-ins are enabled.
Disabled by default.
Oh my god! I didn't read the description I didn't know about earthquakes, imagine my panic level when I was digging iron (cave ins enabled). I left the game and went under the mod description to leave an impression . Immersion 10/10
so with some testing with this mod it makes the cave noises appear when nearby a cave so sometimes it starts playing the sounds when inside my own house if I've got a basement or playing ambience if a cave is nearby overriding my sounds standing inside my house to be cave sounds because I'm too close to it
idk if that's just an issue with how the game mixes audio but it makes it pretty jarring
RoxieB
Thanks for the feedback! 👉😎👉
Great work on the updates, it's much better now, no more feeling like I'm near the mantle in my basement!
SaltyWater are earthquakes supposed to happen even aboveground? I've had what I'm pretty sure were 2 of the earthquakes from this mod while in my house, and one just now while on the open water rafting to a mine. I made a discussion on the main forum asking about it because it didn't click that it could be this. mind takin a look at the random earthquake discussion to see if its from here or something else?
Similar to my question on Temporal Symphony - now that there are earthquake effects, does this mod have to be installed serverside or is it still okay to run clientside only? If nothing else I may just disable earthquakes so they don't create too much confusion for multiple players in the same cave.
Gonna agree with one comment here, the detection could use some tweaking so player structures can be easily excluded.
I made a base built into a hill, mined out a bit of stone to make some room after getting a pickaxe
Suddenly I have an earthquake and feel like my thatch ceiling was about to cave in on me 😂
Also got cave whistling wind sound effect after reloading a save file inside my base camp, lol
FamiliarFeline
I'm glad I could help!
I just had the earthquake, I thought I just awoke the depths of hell and had to investigate the mods added, Salty you mad lad that was some of the scariest shit I've experienced in this game and that's saying something
ChaoticSixXx
Yep it will! 😆
Make sure to debug the room, winds can't trigger inside it. there's probably something wrong! :p
Will editing the "TunnelHowl.json" config file make the wind stop howling inside my house? its fully enclosed but im getting cave whoosing constantly, its getting pretty grating lol.
berryland
Hmm yeah! So it's registering as below sea level for some reason 🤔
I'll check into that! 😆
Yeah, I know, us pesky clients lmao.
Anyways yes I'm certain it's above sea level. I can see the ocean from my house, it's like 40-50 blocks away and I'm on a hill. The exterior entrance to the cellar is above sea level and doesn't have any steps down.
This brings up things I thought not necessary to mention - I'm using Terra Prety with 320 worldheight, and SeaLevelFix. Not sure if those things are causing issues with CSymphony. Also yeah in my cellar there is that kinda droning atmosphere.
berryland
I keep forgetting you guys play multiplayer... I really didn't want to do any server side code! I'll see what I can do about the earthquake!
Also, are you sure everything is above sea level? do you get the HUM atmosphere inside your cellar? if so it's below sea level.
My house is like 20 blocks above sea level and I'm getting oddly consistent earthquakes in my cellar, whose floor is 15 blocks above sea level. Would love to see a config or fix for this!
Also the first time an earthquake happened, it wasn't synced for all players. I was in a collapsing hellscape of a cellar, and my friend next to me was like "I ain't got nothin goin on bruh" lol
Crowflake
I wish I could see your faces! 😆
Welp an earthquake happened and I actually though I was gonna die :X
RoxieB
Heey! Thanks!
Well.. if it's underground.. then it's working 😆
But yeah nice catch! I'll add a config file to tweak the Y sealevel value the effects can trigger!
Love the mod but the detection could use some changes. I'm getting cave sounds and earthquakes in my basement that's 3 blocks below the surface.
Mans_laughter
Oh yeah, I noticed this too!
I have no idea why they let that happen! >︿<
The new update is very nice so far, I'm seeing no lag stutters like before, thanks SaltyWater
Although, not related to the mod itself but vaguely related to sound. I settled near a lake recently, and all of the ambient sounds get muffled whenever I close the door to my hut. Except water. Never Water.
I haven't noticed at first, but it's literally driving me insane. I can hear those damn splashing sounds of water even underground in my cellar, a couple of blocks deep. Is that... normal? Does water just have complete immunity to any block barriers in vanilla vintage? It's the same sound effect of water splashing, but repeated CONSTANTLY every 2-3 seconds, literally maddening once you realize it's there and no ammount of blocks can save you, just distance.
it should no longer cause huge lagg with this update? i really loved this and the forest one, but couldnt use due to the lagg it caused to me, not sure if this new update fixed that as well
Kaschperle
Thanks! <3
lovely work salty !
Ensorcelled
Niiice! Thanks ^^
/edit, good, fixed the file not found for 1.0.8, THANKS
Kaschperle
Qwerdo
Mans_laughter
MicT
Thanks for the feedback guys, i'm preparing a update with some heavy performance tweaks. The main thing causing issues is the wind hallway system. I'm trying to make it as light as possible! In the meantime disabling it in the configs should give a big performance boost.
Also
Mans_laughter
This warnings are from the sound engine, I have no idea why this happens 😂
12.7.2025 12:57:24 [Notification] Client pause state is now off
12.7.2025 12:57:25 [Warning] OpenAL Error during before setposition vec3 of sound game:sounds/environment/waterwaves.ogg: InvalidName
12.7.2025 12:57:29 [Warning] OpenAL Error during setvolume(val) of sound forestsymphony:sounds/day/birds/sparrow_1.ogg: InvalidName
12.7.2025 12:57:31 [Warning] OpenAL Error during setvolume(val) of sound cavesymphony:sounds/hallway/hallway_wind2.ogg: InvalidName
12.7.2025 12:57:34 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/creek.ogg: InvalidName
12.7.2025 12:57:36 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/waterfall.ogg: InvalidName
12.7.2025 12:57:37 [Warning] OpenAL Error during before setposition vec3 of sound barkbeetle:sounds/environment/barkbeetle.ogg: InvalidName
12.7.2025 12:57:42 [Warning] OpenAL Error during construction before of sound cavesymphony:sounds/hallway/hallway_wind.ogg: InvalidName
12.7.2025 12:57:42 [Warning] OpenAL Error during setvolume(val) of sound game:sounds/environment/waterwaves.ogg: InvalidName
Same here, although I also get alot of errors with forest symphony aswell which is quite sad because I absolutely adore both mods, i don't know if these logs make any sense, i copied them from client-main in attempts to figure out what the hell was stuttering my game so much. Turning them off fixed the issue.😔
getting the exact same as Kaschperle
Using .debug logticks it shows that it's this mod
salty I do have to break your heart again but it still makes the fps on my end stuttery as the latest guy also wrote (in germany why i dunno but eh people be like that lol) perhaps its the 200+ modpack one thing causing the issue but eh considering the history of your mod having had this issue and presumingly fixed it to some extent it still does it. But the forest symphony works fine.
Leider verursacht der Mod schwere Leistungseinbrüche bis hin zum Absturz. (VS-Vers. 1 20.12, Mod-Vers. 1.0.6)
Anfangs glaubte ich an einen Fehler bei der Grafikkarte. Als ich die älteren Komentare hier las, schaltete ich den Mod
aus und das Spiel lief wieder einwandfrei. Auch einige Einstellungen in der Grafik ergab keine Änderung.
Hätte nicht gedacht, das der Sound schuld sein kann.
LG Micha
Strange, well for the time being I've installed the Voice Volume mod because they are LOUD all of a sudden.
LunaGore
Reverb in the npc voice?
This mod doesn't change that too! :p
SaltyWater Right, I'm saying when speaking to a trader there's an echo, their voice echoes as if inside of a cave.
LunaGore
Voices??
This mod doesn't add that.
Churburby
Oh they're looping? I think I know the problem, I'll fix it!
I'm also hearing echoes of voices while above ground in the open, specifically when speaking to traders.
Yes, the room it occurs in is enclosed per debug and has a cellar one block under it which is also enclosed. It also has a hallway to another room which is enclosed using oakum from the heat retention mod, if that helps. Also it loops every 2-3 seconds.
No issues on 1.0.3
Churburby
Inside your house? are you sure? is it a enclosed space? (no exits)
Most recent update causes the whistling to play in my house.
Tahvosky
Great feedback I may have fucked up there loading assets early. I'll correct that! 🤣
SaltyWater The performance spikes seem to be gone. But now most of the ambientsounds seem to be severly delayed. It seems something takes up all the memory for sound processing. Here is the log entry I am getting:
The only other sound mod I use would be "FelixDR's Sound Overhaul". Right now the footstep or door opening sound play sometimes but not as instantly as they should.Curretly the logs complain about OutOfMemory events with "wind" / "wind2" and "hallway_wind" / "hallway_wind2";
9.6.2025 21:41:06 [Warning] OpenAL Error during construction of sound cavesymphony:sounds/hallway/hallway_wind2.ogg: OutOfMemory
9.6.2025 21:41:06 [Error] Could not load sound cavesymphony:sounds/hallway/hallway_wind2.ogg
9.6.2025 21:41:06 [Error] Exception: Unable to get sourceId
at Vintagestory.Client.LoadedSoundNative.createSoundSource() in VintagestoryLib\Client\ClientPlatform\ClientNative\LoadedSound.cs:line 332
While all other soundclips get an entry like in this example:
9.6.2025 21:41:09 [Notification] Play sound game:sounds/effect/crusher-impact skipped because max concurrent sounds of 250 reached (14 more skipped)
Which would explain the delay for vanilla sounds. They get skipped due to the engine reaching the sound limit. And if I pause my game for some time, all of the skipped sound play at the same time.
If there is anything I can do to help, I'd be glad to help. Just don't be surprised about the long list of entries if you need my modlist (I'm a bit of a mod hoarder) 😆
Dhon
Can you show me?
I think it could be the game sound engine. I had similar problems with Forest Symphony!
SaltyWater Will try later, but iirc from what I saw in the logs, the stutters were caused by sounds failing to load properly? Not sure if the mod's faulty or if it's a conflict with something else, using 90 mods. Will let you know the next time I play the game.
Tahvosky
Dhon
Kaschperle
Tried some performance tweaks/improvments, please try 1.0.5 and let me know :p
Dhon same thing happening
Same here, massive stutters in regular intervals, every 0.2 - 0.5 seconds, as soon as I enter a cave or my mud house (which howls). Block height doesn't seem to make a difference. 1.20.11. Using a shitton of other mods, though.
SaltyWater Well in my case it only noticeably happened in the suface level structures. Namely two houses. At least one of them has a ground level that is not accepted as a room due to it not being fully enclosed. Walking inside of the house no matter what floor caused mild lag spikes every second or two, while simply stepping outside the aboad would immediately resolve the stuttering. Oh, and one more thing I should probably add: Both houses use a chiseled chimney and fireplace. So
idk if that might confuse the anchorblock even though the chiseled blocks are insulated?
I didn't test 1.0.4 in any below sealevel caves yet.
Other than that, it's a spectacular mod. It makes exploring caves and bigger ruins so immersive, with the winds howling and the droning amtosphere 😃
badtigra
Damn I really need to see that house! Yes, when in enclosed space ambient sounds should dissipate, this includes the wind howl.
The anchor block (the one with the sound) checks itself for its current location, if inside a enclosed space it fades itself out:
Billiam
Tahvosky
Hm.. strange! The only thing the mod does below sea level (underground) so far is compute the HUM sound but thats trivial, should be no problem to performance at all.
The tunnel system is a little more bulky but it doesn't work under sealevel. It's only for surface structures. I tested it on 1.20.12 but got nothing..
I'll add an early check in the next update just in case tho.. 🤔
Can confirm the massive lag spikes with 1.0.4 but on version 1.20.12 instead. It feels as if some query is running but overloading the engine whenever I am inside any bigger structure. 😬
I jumped from 1.0.2 to 1.0.4 beforehand. I'll try downgrading to 1.0.3 now to see if that resolves it. EDIT: Lag doesn't occur with 1.0.3
It could be a combination of things (like other mods), but after updating this mod to 1.0.4, and vintage story 1.20.12, I had a huge frame rate drop, where the frames just about halted every half second or so) when in or near cave-like structures (like my house). Moving away from the house fixed the issue, as did disabling cave symphony.
SaltyWater
the windmill may not be due to the ceiling being exposed (by way of a single hole where the axle travels through, and the rotors above that hole not being enclosed). the house should however be considered enclosed, assuming it is seeing the doors. when inside, the (vanilla) sounds of nature are completely silent which i believe marks it as enclosed.
Shinji170981
hm.. this mod runs on client.. also this crash is not related to this mod itself... but from the sound engine itself. It porbably choked up there at some point trying to load a reverb sound.
It could have been a sound from the cave symphony tho, but its not the mod itself.
SaltyWater That is the crash from the Client-Crash.log
There is nothing more.
I am no programmer, so i lack knowledge about the performance but after i removed your mod, it worked again. I thought first that the GPU driver was at fault, but like i said, after removing your mod, the performance went back to before. Our server admin was also guessing that it might be related to sound.
Unfortunately, i don't have a clip of the activity, so it's hard to tell what exactly caused it.
The mod list is indeed big and the admin is trying to slim it down but people do cling to certain mods.
badtigra
Hey, sorry about the discord link.
The wind is checking hollow structures. Are your cabin/windmill 100% a enclosed space/room?
Shinji170981
damn thats a huge modlist. 😆
Also, i need the crash log inside VsData>Logs>Client-crash
Also, lag spikes is the sound engine loading the sound asset! It should stop once the sound is called once.
SaltyWater had a weird bug with version 1.02.
I was in my smithy, which counts as a room and was hammering on my anvil and i got hit with this error.
The weird thing is also that i had weird performance glitches with the mod. After i uninstalled it, the lag spikes were gone.
Not sure if you can figure out the cause with this log.
Was playing on a SMP.
Running on 64 bit Windows 10.0.19045.0 with 65343 MB RAM
Game Version: v1.20.11 (Stable)
06.06.2025 21:25:33: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, antlershorns@1.0.1, astronomersdelight@1.0.2, blackguardadditions@1.1.7, bulkmolds@1.0.7, chiseltools@1.14.18, ClaimsRadar@1.1.0, expandedmolds@1.1.2, forestsymphony@1.0.2, forlornadditions@1.0.2, goblinears@2.1.1, harvestice@1.0.0, millwright@1.2.3, overhaullib@0.2.8, particlesplus@1.2.1, pipeleaf@1.10.0, plantmat@1.7.2, playermodellib@0.0.12, primitivesurvival@3.7.7, sortablestorage@2.3.1, tailsmod@2.0.2, game@1.20.11, vsimgui@1.1.8, alchemy@1.6.50, animalcages@3.2.2, apelanterns@1.1.2, egocaribautomapmarkers@4.0.1, autolootreforged@1.0.3, awearablelight@1.1.31, flags@1.1.8, bedspawnv2@1.4.0, betterentityinteraction@1.0.4, betterfirepit@1.1.6, billposting@1.0.1, blacksmithenhancements@1.1.4, butchering@1.9.0, canjewelry@0.4.17, carryon@1.8.1, cartwrightscaravan@1.5.0, coinage@1.14.0, commonlib@2.6.1, compatlib@1.0.1, composter@1.2.1, configlib@1.5.3, connectedstairs@1.0.0, caffCuniculture@1.0.8, danatweaks@3.4.1, entitynametag@1.2.2, expandedfoods@1.7.4, extrainfo@1.9.9, fseraph@0.2.3, Fixedupdatedwildcraftxskillspatch@0.2.2, foodshelves@2.2.1, fromgoldencombs@1.8.12, gearofmadness@1.2.0, genelib@1.0.3, gourmand@1.6.9, herbarium@1.4.0, JustTrapdoors@1.0.2, lavoisier@1.3.1, maketea@0.3.1, maltiezcrossbows@1.2.0, maltiezfirearms@0.14.2, mobsradar@2.1.7, morepiles@2.1.3, multisign@1.0.0, noghost@1.0.10, noticeboard@1.1.0, passthruchutes@1.0.2, petai@3.4.2, playerlist@2.1.5, claywheel@1.1.2, removeprimitivesurvivalstairs@1.0.0, rustandrailroads@2.0.11, rustboundmagic@2.5.4, scrollcharactercreation@1.0.2, smithingplus@1.6.0-rc.2, SoundOfConfession@1.0.4, statushudcont@3.2.6, stonebakeoven@1.1.6, tabletopgames@2.10.4, tentbagreworked@3.1.1, thievery@1.1.6, traitacquirer@0.9.6, unconscious@1.10.2, vanvar@6.0.12, Verticality@0.3.1, vinconomy@0.4.0, vhfp@1.3.0, creative@1.20.11, vsinstrumentsbase@2.0.3, survival@1.20.11, warmarmor@1.2.1, wildfarmingrevival@1.3.6, windchimes@1.0.0, woodstain@1.3.1, xlib@0.8.16, alchemistry@1.0.2, cats@3.2.0, chickenpet@1.1.1, druidcraft@0.0.6, equus@1.1.1, em@3.2.2, extraoverlays@1.5.0, foxtaming@1.6.1, fromgoldencombswildcraftcompfix@1.6.0, harepet@1.2.2, itemrarity@1.1.5, largecrystalores@1.1.1, playercorpse@1.11.1, shearlib@1.1.2, stonequarry@3.4.3, thebasics@5.0.2-rc.1, traitacquireraddon@1.0.0, vsinstruments_quackpack@1.0.2, wildcraftfruit@1.3.2, wildcraftherb@0.0.1, wolftaming@3.0.6, xskills@0.8.19, bricklayers@3.0.2, rustboundmagicxskills@0.2.1, tailorsdelight@1.9.7, theworkingclasses@1.0.4, wool@1.6.3, xskillscatchablepatch@1.1.1, dressmakers@1.5.2, traitacquirerwcaddon@1.0.0, twcrmspadd@1.0.0
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.API.MathTools.AABBIntersectionTest.RayIntersectsBlockSelectionBox(BlockPos pos, BlockFilter filter, Boolean testCollide) in VintagestoryApi\Math\AABBIntersectionTest.cs:line 116
at Vintagestory.API.MathTools.AABBIntersectionTest.GetSelectedBlock(Single maxDistance, BlockFilter filter, Boolean testCollide) in VintagestoryApi\Math\AABBIntersectionTest.cs:line 77
at Vintagestory.Client.NoObf.SystemSoundEngine.scanReverbnessOffthread() in VintagestoryLib\Client\Systems\Audio\SoundEngine.cs:line 461
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
hey salty, the discord link doesn't give me access to the server, just permission denied for that specific channel. also, ditto with what others are saying: the wind is now coming from the log supports in my ceiling.
edit: i am also getting wind noise in my windmill's internal structure, though the middle is just very large open space surrounded by of course the walls of the windmill.
Dhon
ChillQuil
Nope, they're not tied togheter. Both simphony mods doesn't know the existence of one another. This IS Cave symphony doing 🤔
@Dhon @SaltyWater yeah ever since this mod got updated I thought maybe it was my house itself creating the loud wind howling but just now realizing I haven't heard a single log creak from my log support beams, and the direction was actually coming from my cieling where those logs are, I'd bet this is probably the issue. This aside, really liking this mod and forest symphony it adds a lot to the atmosphere!
SaltyWater I'm looking at the comments here and it sounds like an issue with the wood log block itself - I have wind noises in forests as I approach random bigger trees, which I assume isn't even touched by the Cave Symphony mod. Maybe you mixed up some sounds with the Forest Symphony mod? I'm assuming most, if not all of us, are using both. So maybe you accidentally swapped a wooden log creaking noise from Forest Symphony with a cave wind howl from Cave Symphony, which causes some trees and builds that utilize logs to howl.
tl;dr If I'm right, you need to fix Forest Symphony, not this mod.
badtigra
Damn...
You can up them on imgur and copy paste the link here!
Or you can send me in the discord here: https://discord.com/channels/302152934249070593/1380035863525986314
before 1.0.3 i noticed some wind noise in my home. after installing 1.0.3 it is still present but now louder. i'm not sure how to insert images on the forum, but i'd share them if i can
badtigra
Doden
Please try 1.0.3
same as doden, i got wind sounds in my stable. i changed the min sunlight exposure value from 12 to 14, then back to 12 while trying to find a sweet spot and it hasn't happened since. so i don't know if it was just a rare thing, or there needs to be super specific conditions to cause it.
it is a 5 wide, 5 block deep and 4 block height structure (all four blocks are visible inside due to slab roofing). the entrance is 3 wide and 3 tall and is in the center. no doors or gates, i keep my elk in there. the roof/ceiling is temporarily oak slabs, if that helps.
Doden
hmm.. strange. I have tried multiple builds and got nothing.
can you perhaps send your house layout?
Currently getting the loud wind sound when inside player built structures such as mud huts or even log cabins with proper roofing. Seems like a fantastic mod and would love to use it, but hearing the sound constantly while inside my home is probably a deal breaker for me.
This is on 1.20.11 with several other mods running, such as OneRoof.
Lamarian
Client side only.
is this Clientside or Serverside?
DecaByte
Thank you very Much Deca!!
So for the assumption is actually kinda true kinda false!
It does fade out as much distance as you get from the sound, but not based on depth. It never stops howling until surface wind calms down. Of course distancing yourself enough will make it go quiet tho. I explored this idea a bit, and in gameplay testing I realized that the howling is actually very helpful not only to find cave entrances but to find yourself a cave exit too, if you're too tangled in underground mazes, and as the video shows, it gives a very eerie atmosphere especially when echoed by the new cave reverb effect.
I loved the Tinnitus idea, i'm going to look into it! Maybe add as a event with the cave hum system, or maybe as a side effect of getting to close to the wind howling effect! So many ideas!
Thanks for the great feedback!
SaltyWater Just listen to the update. Very nice! I'm assuming as you go deeper the wind sound dies down & becomes eerie quite. Liking this so much! Looking forward to the next update!
I just thought of something else. With the cave hum maybe add a high piched backgound sound. Like the sound of tinnitus. This is the ringing you hear in your ears when it very quite & is caused by damaged eardrums from exposure to lound sounds in your past.
If you don't know do a goole search should give you some good explainations of what it sounds like.
This is how AI overview discribed it:
Tinnitus is the perception of sound when no external noise is present, often described as ringing, buzzing, or hissing in the ears or head. While it can be bothersome, tinnitus itself is not a disease but a symptom of an underlying issue. It can be related to hearing loss, ear problems, or even certain medical conditions.
Michaloid
Oh thanks! my bad.
Lil upsi, the 1.0.2 version has the name of 1.0.1 version. Just notifying you.
SaltyWater
Thanks for looking in to it!
🤷♂️ I guess different people are different, eh? 🤷♂️
A 50Hz sine creeps me out, but only when it is almost subliminal; too loud and I start to consciously process it and then it's just annoying!
Maybe it can be something you use sparingly, layering it under other, more noticeable sounds, and only in certain circumstances.
ZippyWonderdust
Takarias
Hm.. I tried but didn't get the feel of the thing.
See, for better visualization:
Entering a cave with my samples actually feels like entering a large place filled with cold air and surrounded by stone walls.
Entering a cave with a 50~55Hz feels like entering a warm sound studio with acoustic foam walls. 🤔
I think it all comes down to taste? Maybe I shouldn't be putting the 50hz sample raw like that? 🤣
SaltyWater Gonna chime in here. A lot of laptop speakers have very poor sub-bass fidelity. I went to Takarias link, and even my desktop PC with a decent pair of Edfier powered speakers has difficulty with anything below 40Hz. In fact the volume really starts to fall off at 50Hz. My headphones (just a cheap pair of Logitech ClearChat Pros) do better but they also have diminishing returns below 40Hz. That being said, I totally agree with Takarias on the creepiness factor; 50Hz at low volume is distinctly unsettling. Far more so than 60Hz or higher, which implies that tones in the 45-55Hz range may be your "horror" sweet spot.
SaltyWater Try letting a ~50hz sine wave from here play for a while at a low volume (I'm listening at like 20%): https://www.szynalski.com/tone-generator/
Having something like that going while underground would definitely have me feeling uneasy!
As for the Forest Symphony feedback, I'll leave a comment over there :)
CrSilent
Hey! Thanks for the kind words!! I'll try to keep delivering! 🙏😆
you are the goat salty! truly amazing little mod once again... cant get enough of the immersion mods... keep it up!
Lamarian
Thanks! hope I don't disappoint! 😆
Takarias
I like the idea of a sound clue for low temporal stability 🤔
Yeah, those sounds are pretty difficult to come by only using free samples 😭, but there's 4 so far, you didn't like any??
I'm gonna have to do some research on those technical terms you said, but thank you very much for the feedback!! 🙏
Antar
Sorry for taking so long 🙏
it's gonna be interesting to see how this mod turns out
I've been really enjoying Forest Symphony - aside from that very loud startled bird sound lol - and I've been looking forward to seeing other sound packs from you. Super excited to see caves getting a needed glowup. The ambient cave audio in the Oblivion remaster has sold me that this is something VS needs. Damp and echoy caves, yes please!
I like the idea of the bass rumble, but I'm not really sure about this implementation. Perhaps, rather than tying the bass rumble directly to depth, you could lean into the fantasy-horror element by scaling its volume based on the temporal stability? Not the state of the gear, but the stability of where the player is standing, which is lower when deeper. Could add an option in the config to also allow this above ground, to discourage settling in unstable regions.
I would also say that the current hum is not quite there. I think it's not deep enough. Even a pretty quiet 40hz tone feels almost claustrophobic after a while. A pure tone probably isn't the play, but stuff in the sub-bass band would be nicely unsettling. (Just limit the volume to not blow out speakers.)
Looking forward to seeing the ambient sound stuff start showing up in this!
The legend is at it again. I am ready!
DecaByte
Thanks!! <3
Yes, exactly, I'm using deep bass tones to aim on the eerie/horror aspect of the game, while being a extreme contrast to forest symphony. I want the surface to sound as peaceful as possible while underground the complete opposite. But I'll let the mod as configurable as possible for you guys! (I also don't know much about sound stuff 😂)
I plan to add sound effects like you mentioned, and see how the sound engine deals with it before adding echo/reverb effects, since in the latest updates it does it automatically.
I'm working on the Depth system to implement to the hum sound, to make it feel more natural, but I do confess that I never thought about ruins (I play homosapiens) so i'll have to take a look into it. I also plan to implement a system for cave wind that does include hallways!
Everything you said basically already on the roadmap 😂
Thank you for the feedback and kind words!! ^^
I am really enjoying your first sound mod & look forward to this one as it is developed. I think what you are trying to portray with the deep base hum is that silence is defening. But im not sure it would be such a deep base sound as it almost sounds like a engine room hum of a starship. Maybe a higher tone echoey effect? Idk as I really don't know much about sound stuff. I would like to recomend a focus on echos in such as footsteps, earthshifting & water drips. Also wondering how you will protray the deeper levels of a cave & how the sound would change when in a underground ruin, depending on size of that ruin as some are small rooms to huge halls. Anyways thats my 2 cents. Excited to hear where you take this!