You are viewing a potentially older version of this package. View all versions.
neronutella-SpatialSpeaker-1.0.4 icon

SpatialSpeaker

Drop speakers and hear your music in the game world with realistic audio effects

Date uploaded 2 weeks ago
Version 1.0.4
Download link neronutella-SpatialSpeaker-1.0.4.zip
Downloads 187
Dependency string neronutella-SpatialSpeaker-1.0.4

README

SpatialSpeaker v1.0.4

Drop speakers anywhere in the world through the plugin menu, and listen to your music (including songs added via mods) directly in the world.

Features

  • Binaural & Skatepark Acoustics:

    • Camera-Relative 3D Panning & Binaural Ear Delay (ITD): Turning your camera or skating past a speaker pans the music across your ears with subtle interaural time delay and head-shadowing.

    • Boombox Cabinet EQ & Skatepark Reflections: Rolls off sub-bass rumble, adds warm portable cabinet resonance, and blends in 4-tap concrete early reflections as you skate further from the speaker.

    • Raycast Wall Muffling: Automatically muffles high frequencies when a wall, ledge, or quarterpipe blocks line of sight between you and the speaker.

    • Smooth Multi-Speaker Blending: Place up to 8 speakers around a park and skate seamlessly from one speaker zone into another with energy-weighted crossfading.

    • Subtle ground ring and floating track label fade out cleanly as you skate away, with a Show Speaker Overlay toggle and an Overlay Range slider (1 m to 25 m) in the menu.

Controls (Insert -> Spatial Speaker)

  1. Open the ReSkate menu (Insert) and select Spatial Speaker.
  2. Click Drop Speaker Ahead to place a speaker on the ground in front of your skater.
  3. Start any playlist or music source from the in-game D-Pad Music Menu.
  4. Adjust Speaker Gain, Audio Radius, Radius Boost, Environment Acoustics, Show Speaker Overlay, and Overlay Range at any time—your settings and preferred speaker model save automatically.

Notes: I am not a programmer, and am 100% certain there will be bugs. Should they be brought to my attention, I will see what can be done

I have not tested for compatibility in multiplayer. This mod is intended to be client sided.

CHANGELOG

V1.3.0

Reworked Reverb & Spatial Audio

  • Overhauled reverb and echo (requires ReSkate 2.1.4-3+) with a much smoother, longer decay tail that carries naturally across larger parks and indoor spaces.
  • Fixed the harsh "one-ear" feeling when a speaker is directly to your left or right so panning across headphones feels much more balanced.
  • Improved environmental occlusion and wall bounce detection, including better sound projection out of open skate bowls, around corners/pillars, and under high highway overpasses vs. low tunnels.

Cleaner Menu & Per-Map Sound Settings

  • Cleaned up and reorganized the plugin menu with collapsible sections so it's less cluttered and easier to navigate.
  • Sound settings (volume, radius, reverb, wall reflections, and muffling) now automatically save and load based on the map you're on.

Visual Polish

  • Replaced the colored ground rings under speakers with a flat, transparent gray/white circle that slowly pulses outwards.
  • Floating song titles above speakers are now gaze-aware and only fade in when you're nearby and looking toward the speaker.

V1.2.0

Quick Drop Speakers

  • Speakers can now be dropped from the quick drop menu as well as the plugin menu. Adds a new "spatial audio" category.

New and improved Settings

  • Advanced audio options: Muffling, reflective volume, bass, reverb
  • Organized plugin settings menu
  • Speaker placement preview when in plugin menu

Speaker Placement Profiles

  • Dropped speakers can now be saved into up to 4 profiles for each map.
  • Saved, load, and switch speaker profile in plugin menu
  • Speaker profile can automatically load in when spawning into a map (Default off: change in plugin menu)

also in the news

  • Speaker models now show up in modded maps

V1.1.1

  • Cleaned up plugin menu with simplified controls
  • Improved audio filtering for vertical elevations
  • Dynamic ceiling detection to improve audio in larger buildings (like a warehouse) vs tight tunnels/hallways
  • Various behind-scene improvements