TimeStretch / new Fire Mode OverClock 2.0.0

Do not ask when mod authors will update their mods or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
Due to an unusually high volume of traffic, our site may be experiencing intermittent slowdowns. If you notice any issues, log out of your account and browse anonymously so you can better utilize caching or try using forge.sp-tarkov.com to search for and download mods.

New fire mode OverClock with RPM + / - in-game with keybind AND syncs weapon audio

You can now select a new firing mode in-game, allowing you to choose your own RPM.

The mod also adapts the weapon sounds, so they are no longer out of sync.

If you prefer, you can still modify the weapon’s base fire rate (full-auto) with other mods as well, and the sound will adapt accordingly, it's not restricted to this new fire mode.




Feature :

  • New Fire Mode "OverClock"
  • Up/Down arrow keys to increase or decrease RPM (configurable in F12)

  • RPM can be adjusted in increments of 25 or 50, depending on your configuration (configurable in F12)

  • Automatically adjusts weapon firing sounds to match your custom fire rate.
  • Adjustment range audio transformation:
    •   max = +%
    • min = -%



Exctract TimeStretch directory at the root of the SPT project (next to EscapeFromTarkov.exe)


The archive contains :

  • Client mod : (TimeStretch.dll) → \\BepInEx\\plugins\\TimeStretch
  • User mod : containing (fireRates.json) → \\user\\mod\\FireRateSound



How does this mod work?

When you equip a weapon, the mod identifies it and applies time stretching to its associated firing sound

It can even distinguish between weapons that share the same audio source — for example, the AK-74 and the AK-74N


The mod knows the weapon's original fire rate, compares it with the new rate you've applied through any other mod, and automatically adjusts the sound playback speed to match.

When you modify the RPM, the mod waits until you finish adjusting it, then dynamically transforms the weapon's audio on the fly.



As usual, you can use the F12 menu to partially disable the mod's functionality.

You can also adjust the percentage of modification applied — max = increase %, min = decrease %


When you switch weapons, the mod automatically resets OverClock mode and clears any transformed sounds, ensuring smooth transitions.




Configure normal fire rate (full-auto)

I’ve included a file at: `user/mods/FireRateSound/fireRates.json`

Sorted weapons using the same identification logic

In this file, you can manually change the fire rate (full-auto) of any weapon by editing the `"fireRateMod"` field.


Otherwise, feel free to use my other mod :


Troubleshooting / Debug Mode

If you encounter any issues, you can enable debug mode by editing the file:

`\\BepInEx\\plugins\\TimeStretch\\debug.cfg`


Set the value to: `true`


This will generate a `.txt` log file in the same folder to help identify the problem.

⚠️ Don’t leave debug mode enabled all the time — it may impact performance


:!::!: :!:


I spent a lot of time manually tracking down all the sounds (800+) and cataloging each one — indoor, outdoor, suppressed [...]


That said, I wasn’t able to test all sound variations, so please let me know if any of them don’t work properly!


Sync Sound without use OverClock Mod








Images

  • Version 2.0.0

    BIG UPDATE

    new Fire mode "OverClock"


    You can now enter Overclock mode after full-auto.

    When you equip a weapon, you can now adjust its fire rate (RPM) live.

    Up/Down arrow keys to increase or decrease RPM configurable in F12.

    Weapon sounds automatically adjust to match the new RPM.

    Works with both vanilla and modded weapons.

  • Version 1.0.1

    No update bundle file anymore

  • I don't think this mod is functional enough for a release. this mod is incompatible with multiple popular Bepinex mods, and server mods, doesn't change the audio firerate regardless of "overclock" will still just play regular gun rpm (example, gun is 800rpm overlock but 650rpm vanilla. the audio will just be 650rpm with 800rpm bullets leaving the barrel ). honestly I've tried every version of your mod and it hasn't worked a single time. if this the ONLY mod you use or you happen to use the other mod creators mods, feel free to use it, I so far have had a 100% failure rate of this mod, and wont be downloading or keeping track of updates any longer.

  • seems to work perfectly in hideout but doesnt work when i enter an actual raid with certain weapons (M60 for example set to 800rpm, works in hideout but not in raid)

    • Ah ok it must be the external soundtrack that I didn't recognize. I'll check that out. Thanks

      Thumbs Up 1
    • turns out that there are a few weapons that don't have the audio changes work. from what i've tried, the RD-704, the MK47, and M60 dont work in raid but work in the hideout

    • okay i will fix

    • No log / in game issus : https://streamable.com/tyaegj go to debug.cfg ===> true and try in game if u ve 5 min. After that send me log.txt on plugin folder

    • so the Mutant and the RD-704 started working but the M60 is continuing to be a problem, specifically the black M60e6

  • this is huge

  • So, to manually edit the fire rate we modify only "fireRateMod", right?

    Does the sections "firerate": or "mod": false do anything?

  • hmmm maybe good as i used abakan mod and noticed sound issues bugcatchillin

    • "Abakan" what is it?

    • its an94 gun 4 tarkov it shot bursts of 2 at 1 time so sound is somehow bugged


      hub.sp-tarkov.com/files/file/2682/
    • Okay, I need to add the weapon ID for it to be compatible

    • ok i ve all i need id / bundle / Audiclip with UABEAvalonia. I'll take care of it when I get back from my business trip

    • RAWR! bugcatdrunk bugcatchillin bugcatdancing