Featured Battle Ambience 2.0.1

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Because the world is bigger than your raid.

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  • Version 2.0.1

    • Updated ambience configs for all maps, mainly increased cooldowns
  • Version 2.0.0

    If updating please delete existing files. (BepInEx/plugins/SPTBattleAmbience & BepInEx/config/com.pein.battleambience.cfg)

    • Significant rewrite of the mod's core functionality - each map has their own event configurations, ambience events can happen simultaneously and ovelap, events can have time of day restrictions and more. Modders are now able to create their own configuration presets, import their own sounds, create new sound categories and sound types.
    • Added helicopter ambient events to Customs, Streets, Reserve and Ground Zero.

    Let me know if something is broken :)

  • Version 1.1.0

    • Battle ambience should now spawn outside of the playable area to avoid confusion between real and fake gunshots
    • New config options (most hidden under advanced settings)
    • Fixed an issue where sounds would spawn in incorrect positions (for example: above the player)
    • Sounds should now propagate and sound a bit better
  • Version 1.0.0

  • I'd very much like to play with this mod, but it gives me "An error occured" while loading a raid, I can click "OK" and try again, second time it loads fine but it gives me serious errors like I can't aim down sights, etc...


    Since I haven't seen anyone in the comments complain about that, I guess it's conflicting with another mod ?

    Here is my modlist (18 mods):


    - Adam's Boxes at Ref (BARF) version : 0.3.2

    - BRNVG - N-15 Adapter version : 1.0.1

    - SPTQuestingBots version : 0.10.0

    - MOAR version : 3.1.5

    - Painter version : 1.1.7

    - Black Core version : 1.1.8

    - Tactical Gear Component (TGC) version : 1.2.5

    - Pluto! - Knight's Mask Fix version : 1.0.1

    - SPT-DynamicMaps version : 0.5.7

    - LiveBitcoinPricesREDUX version : 1.0.1

    - LootingBots-ServerMod version : 1.5.2

    - Virtuals Custom Quest Loader version : 2.0.4

    - RefSPTFriendlyQuests version : 1.3.0

    - BrainTweaks version : 0.2.8

    - Better Headset Descriptions version : 1.0.0

    - keycase version : 1.0.1

    - SAIN version : 4.1.3

    - LiveFleaPrices version : 1.5.1


    I'm not exactly used to troubleshooting for SPT, so if there are any relevant logs that I should post, please let me know.

    Thanks :)

    • known issue, presumably something to do with the hideout. i can get a fix out sometime near the weekend. i think.

      Thumbs Up 1
  • Enhanced Schizo Mod, just what I needed!

    Happy 1
  • I love the idea of this mod, of more ambient sounds (or even visuals). But I don't think I would like to hear more gunshots that sound like they're coming from inside the map. The game Zero Sievert has some nice ambient sounds, distant explosions and such. Fighter jets flying far above would be cool, distance contrails. I dunno, Tarkov needs more ambient things in general but I don't think more gunshots. I'm waiting for someone to turn zombies into rabid dogs...


    Great work anyway. Want to see where this mod goes.

    Heart 2
    • visual events would be cool...

    • I second this. It's a really cool idea and I like the direction youre heading, but this seems like a gunfight happening within the map, rather than like being on customs and theres a massive gunfight happening at interchange.


      Example:

    • iirc i left the default sound rolloff value at a fairly insane distance (4000?) could try lowering that for now. weapon sound wise dont expect any changes for a little while

  • This is dope. I think the only thing I'd ask for is a global multiplier - so if I want to have 50% fewer events across all maps, there's one place to do that, versus having to adjust every map up or down. (Default 1, keep the maps as is, and multiply the map values by the global to get the final frequency.) Just my two cents!

    Thumbs Up 1
  • awesome concept but you should use sounds that is very differant then what tarkov use to avoid confuson

    because like i said its an awesome concept but i dont see myself using it while chassing scavs or PMCs

    • working on new sounds but im not an audio guy so itll be a little while. i still want to use vanilla sounds as a base but make them sound different enough as to where it wont be confusing

    • could i have ur discord? if i find my old distant weapons sounds ill send them to u

    • peinful

    • Honestly, I like having the tarkov gunshots in the mix as is - it feels like the world is so much bigger and there are 'real' firefights happening all over the map. The sounds spawn out of bounds now, which helps with clarity, but leaves just enough room for error if something is real or not. I dig it.

    • I've always liked the idea of feeling like it is a truly open world with firefights happening miles away. firefights are loud, no reason for them not to sound like it. that said, I also think that having more of a mix, than exclusively Tarkov sounds, would make it more immersive.


      I like the idea of more than just gunshots too.

  • Can we have a setting to set the frequency of these ambience events? I think it happens way too frequently.

    • theres per map global configs in f12 and per map event configs in assets/configs/maps/mapname.json. also tell me which map you were on or was it all of them?

    • I tried it with Woods and it's like every 1 minute. Of course I did check the f12 config but all I could find was the volume settings. I'll check the config file later

    • just went over the config jsons and some could be better. i was planning on improving on them for the next update anyway though. thanks

  • kind of unrelated-ish a little but ive been thinking about how cool it would be if planes or helos would actually fly over the map as added battle ambience, not even anything really grandiose maybe even just a simple remodel of the airdrop event but without a drop, faster / lower to the ground and could happen multiple times in raid. i dont know if this is doable or even easily doable but just an idea for you or anybody readin this who would know how to and wanna make it a thing, as always thanks for your work this is an amazing must-have mod for me

    Thinking 1
  • The mortars and gunfire I don't recognize adds to the atmosphere the most. I wish there was only ambiance that wasn't Tarkov sounds so it truly sounds like a different game.

    Heart 1
    • ive got both new sounds and events planned for after the 2.0 rewrite

      Heart 1
    • Just say fuck it and add more nature sounds on woods too

    • wind

      Thumbs Up 1
  • Tried this out for a couple days and I can say that this mod definitely belongs in everyone's modlist.


    The fact that you can adjust the volume of shots and explosions ringing out in the distance makes it really nice to tweak so you can still tell the difference between Battle Ambience sounds and fights breaking out in your raid. I personally run it on around 0.8 volume which gives you the feeling that all exterior maps are part of a connected world instead of just isolated areas; it also makes Factory and Labs feel as isolated as it should.


    I love it! ❤️

    Heart 1
  • Wow, thanks for the mod — this is a brilliant idea! I have one suggestion: in the preview video I noticed more than five different gunshot sounds happening at the same spot, which doesn’t really match a normal combat situation. It would be even better if you limited the gunfire to about 2–4 different sounds and alternated playback between single-shot and automatic-fire samples instead of everything playing at once.


    Also, a quick question — could this ambient gunfire audio affect AI bot behavior?

    Heart 1
    • thanks for the feedback. i dont think it would affect ai

  • мне нравится, это теперь обязательный мод .

    Heart 1
  • wouldnt this make you confused on whether fights are happening in your map or not?

    • sometimes yes, thought about it. trying to work out a system where sounds only emit from outside of the map instead of randomly around the player. event cooldowns could also potentially be affected by the amount of bots and action happening within the map but for now thats just an idea

      Thumbs Up 1
    • ^agree, maybe have the ambient sounds be about 50% quieter to make it distinctly distant as that is the same feeling i got when i saw the demonstration video

    • Agreed, the only thing stopping me from using it is getting confused thinking it's actual in-raid gunfire. Maybe use different gun sounds that are distinctively long distance (There's tons of YT videos about how gunfire sounds like at distance)

      Also, it'd be cool if there's a way to turn it off on certain maps, I think it doesn't make a lot of sense for it to be present on large wilderness maps like Woods/Shoreline/Lighthouse, but certainly makes sense on Ground Zero/Streets/Reserve, maybe Customs to a smaller extent.

      Thumbs Up 1
    • you can toggle events per map, thanks for the feedback anyway though

    • but also.... " MuH ImMeRsIoN " : If we try to give the game a little more immersive and realistic touch a little confusion ain't that bad =) I'd argue it is even necessary.

      But that's just my opinion of course.

  • just another fucking banger classic mod that makes me unable to go back to regular live tarkov forever missing out on peak addons

    Heart 1
  • another pein essential classiker

    Heart 3
  • Does this factor in the size of the map you're on so it never sounds like it's stuff you actually have to pay attention to? Because the demonstration on say, woods, I would consider that in bounds of the map and that would dictate decisions made.

    • there are per map volume settings you can adjust but the default config is pretty much the same for all maps. ill get better defaults in soon. also the sounds themselves play a really big role, hopefully ill have new ones soon


      tldr: currently by default - no

    • Alright cool, I'll think on doing that myself or not so many moving parts as is, hah, Tarkov servers are complicated!

  • So I use Bobby'sMusicPlayer for Spawn sounds and such. I would assume this is incompatible? I could always give it a shot, but I figured you would know better than me which way this modifies sound files.

    But, as always, nice work 8)

    • I was curious about the same potential conflict. At the very least there shouldn't be an issue with the menu/stash sound issue. I'll test it and play around with the load order.

    • there shouldnt be any conflicts since its a completely separate system (aside from using tarkovs audio system to actually play the sounds)

      Thumbs Up 1 Heart 1
  • you should def add the Tarkov Arena announcer that screams the entire match as an ambient sound :D

    Thinking 1
  • This is so freaking cool!

    Heart 1
  • If I may make a suggestion. Perhaps you would consider other sounds as well. For example, the game has a train on 2 maps that you can hear when it's approaching. You could make it so that a train is passing by in the background. Maybe even vehicles like the BTR driving around the outskirts of the maps. Explosions in the distance. Radio stations coming in and out with news and such.


    Just some suggestions.

    Thumbs Up 1
    • more ambient sounds are planned, for example helicopters, alarms and such. would require some refactoring of the code but i was planning on doing that anyway. first id like to improve the firefight audio though

      Heart 2 Thumbs Up 1
    • I have to give you props. This is an excellent mod. I lowered the audio to .5 and it's perfect. I look forward to newer sounds added.

    • To piggyback of off this idea :
      Is it theoreticly possible to add positional audio audio-loops into the game ? Think the vanilla Generators.
      There are several loose handheld radios on the maps. I think it would be pretty fucking cool if there is random radio-chatter and static playerd in an area arround it.

      If you need some English Radiochatter I have a bunch from the series Generation Kill as MP3.

      Heart 2
    • cool, send them my way anyways, even if i dont end up adding them

  • I think I found the bug, it crashes my game. How do I send you logs and where are they?

    • send them to me on discord: peinful, they are in the Logs folder of your spt directory

    • Ugh, I cant find the discord server, can you send me a link?

    • thats my discord username, im in the WTT and SPT discords

  • Matter to the fact, I thought about this feature yesterday. LOL and you release this mod today, that's crazy

    coincidence

    Heart 1
  • I've been wanting this since 12.9, thank you pein. me love immersion!

    Heart 1
  • Always love mods that make the game feel alive, definitely helps when you're trying to tell a story in how you play

    Heart 1
  • So fire

    Heart 1