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patrikzeros-csgo-sound-fix's Introduction

๐Ÿœ About me

Hey I am Patrik ลฝรบdel, also known as Zero.

Professional esports player. I have a genuine passion for exploring various subjects and constantly broadening my knowledge through learning. Ramen enjoyer.

๐Ÿ‘จโ€๐ŸŽ“ Education

  • Bachelors in Computer Science @ STU FEI

๐Ÿฅ‡ Achievements


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patrikzeros-csgo-sound-fix's Issues

csgo.exe volume level doesn't return after death

The sound mutes after dying, but doesn't return to the level before. I'm not sure what debugging information I could provide.

The readme says "returns volume when you get to freezetime", so I thought cl_disablefreezecam "1" was interfering with it, but setting it to 0 doesn't work either... so I'm not sure what "freezetime" is? I would absolutely love if it worked regardless of "freezetime" or not since I would love to have this feature everywhere (and I'm extremely excited about fixing the dink noise).

I was only using this so far in "deathmatch" mode, and as far as I can guess (according to the wording), maybe the volume lowers upon dying and stays that way in a deathmatch, until the round pause timer (like pre-round stuff), then returns it?

I suppose with that understanding, my issue is generally: I wish the getting hit/getting killed volume was lowered in general :(

Used to work good, stopped all of a sudden

I got to use it for a few days and all was fine, but one day I just opened it and it had no effects on the sound after getting flashed or dying, etc. I tried reinstalling both the program and csgo and still doesnt work at all anymore.

First round muted sounds

On the first round of the match (competitive/premier), the sounds are muted like I died and get to normal only in second round forward.

unhandled exception in script

Traceback (most recent call last):
File "main.py", line 5, in
File "", line 1027, in _find_and_load
File "", line 1006, in _find_and_load_unlocked
File "", line 688, in _load_unlocked
File "PyInstaller\loader\pyimod03_importers.py", line 495, in exec_module
File "gamestate.py", line 3, in
File "", line 1027, in _find_and_load
File "", line 1006, in _find_and_load_unlocked
File "", line 688, in _load_unlocked
File "PyInstaller\loader\pyimod03_importers.py", line 495, in exec_module
File "volume.py", line 6, in
UnicodeDecodeError: 'gbk' codec can't decode byte 0xaa in position 157: illegal multibyte sequence

Volume is high initially, but then is lowered and stays lowered after first death

First, thanks for developing this tool!

Description

I have noticed that initially when joining a game, the volume has a level of (say) 100%. Then, after the first death (I think that's what triggers it), the volume is lowered and stays low. Is there a way to re-raise the volume after death?


(Edited) From the README:

Its simple, it lowers the csgo.exe volume when it detects a death and returns the volume when you get to freezetime. This effectively means your volume will be low for everything (e.g. Deathmatch) except actual matches (competitive / casual) where there is freezetime.

Hmm, this could be the issue. I recall that I notice it mostly when playing DM, which means there is no freezetime. This could be the reason why the volume is never reset (raised) after the first death.

Question: IIRC, GSI data (game state integration) exposes the type of the current match, i.e., whether it is DM, competitive, etc. This would allow putting in conditional code that (a) keeps the current behavior when playing competitive matches vs. (b) does not change the volume when playing DM?

Here's an example snippet from the map provider of GSI, which includes the game mode. Example values for mode are:

  • "competitive"
  • "deathmatch"
  • "custom"
  • "casual"
  • "cooperative"
  • "scrimcomp2v2"
  • "skirmish"
  • "survival"
  • "training"
{
    "map": {
        "mode": "competitive", // <-- this entry
        "name": "de_mirage",
        "phase": "live",
        "round": 0,
        "team_ct": {
            "score": 0,
            "consecutive_round_losses": 0,
            "timeouts_remaining": 1,
            "matches_won_this_series": 0
        },
        "team_t": {
            "score": 0,
            "consecutive_round_losses": 0,
            "timeouts_remaining": 1,
            "matches_won_this_series": 0
        },
        "num_matches_to_win_series": 0,
        "current_spectators": 0,
        "souvenirs_total": 0
    }
}

In the current gamestate_integration_VolumeFix.cfg, the map provider is disabled:

Enabling the map provider should have minimal impact because its data volume is small. Also, I can confirm that the data from the map provider is not restricted to spectators-only, i.e., it is actually available in any situation (i.e., when playing, when observing, etc.).

Environment

The software version is 1.1 as of Jan 2022. OS is Windows 11.

My settings:

  • Death volume 40%
  • Flash volume 10%
  • Bomb explosion volume 20%

Related Issues

  • This might be related to or the same issue as #15. The issue description sounds similar.

set autostart not possible

C:\Users\mO\Documents\PatriZero-CSGO-Hearing-Protection>"Start with windows.bat"
Have you put the folder somewhere where you will not delete it (C:/ or Documents) (Y/[N])?Y
C:\Users\mO\AppData\Local\Temp\24049-1466-13614-1174.vbs(6, 1) WshShortcut.Save: Die Verknรผpfung "C:\ProgramData\Microsoft\Windows\Start Menu\Programs\PatrikZeros CSGO Sound Fix.lnk" wurde nicht gespeichert.

he grenade sound

Hi, thanks for your work.

Is there a possibility to also reduce the sound when hit by a he grenade?

Blackscreen when going into the game menu

Hello!

I started the program as described and went into the game to test it, after playing around a bit i managed to glitch it out, wether I died flashed or alt tabbing did it, my sound remained at the lowered level instead of returning to the normal volume level.

Strangely my main menu seems to be blacked out aswell. The console displayed:

ChangeGameUIState: CSGO_GAME_UI_STATE_PAUSEMENU -> CSGO_GAME_UI_STATE_INGAME
ChangeGameUIState: CSGO_GAME_UI_STATE_INGAME -> CSGO_GAME_UI_STATE_PAUSEMENU

The only remedy was restarting the game.

Linux support

Hi! First of all: Thanks for providing the code and the great idea.

Secondly, is there any chance for Linux support?

Not working well

I've been using this since it came out and occasionally the volume reduces when dead and won't rise again when starting a round. Sometimes only on the next round will it return to normal.

I couldn't make it work

I downloaded the .zip, extracted it and ran the .exe but nothing happened in game but the icon appeared in the tray.

I'd be thankful if anybody can help

New feature needed

This program is excellent. Now I can play CSGO much more comfortably than before. I am a player from China. Many players here are also very interested in this project(avoid being deaf at Dust2 A long :) ). Many players also hope this program can reduce the sound of being headshot, which is also very loud. And another thing is that many people are still worried about being VAC although it has almost been proved VAC safe. I sincerely hope this project can be verified by Faceit and Valve as soon as possible. Very thankful for your work for the CSGO community!!!

pycaw has a dependency of enum34 which pyinstaller reject

The 'enum34' package is an obsolete backport of a standard library package and is incompatible with PyInstaller

@patrikzudel what version of python you are using?
I am on windows with 3.7 and use pywin32 to install pycaw/pyinstaller since pyinstaller cannot cross-compile.

I made some changes so my max volume is 0.2 while low volume is 0.0 but stuck due to this package enum34 not accepted by Pyinstaller.

Can you let me know your python version and other dependencies?
Are you using Python <3.4 for this?

Thanks.

Advanced Sound Filtering

This is beyond what is currently being done, but I was thinking a potential direction for this project could be to use the game integration hooks to enable a band pass filter on the CS audio stream that can attenuate high frequencies. Another option to clip volumes that exceed a certain threshold altogether. I envision this is a lot more work, but wanted to bring it up as an idea.

Either way, this would entail a transformation on the actual audio stream. My VERY rudimentary research has put me onto using Windows Audio Processing Objects which I believe is something along the lines of what may be needed.

Wanted to bring up this idea and see what your thoughts are.

unhandled exception in script

Traceback (most recent call last):
File "main.py", line 5, in
File "", line 1027, in _find_and_load
File "", line 1006, in _find_and_load_unlocked
File "", line 688, in _load_unlocked
File "PyInstaller\loader\pyimod03_importers.py", line 495, in exec_module
File "gamestate.py", line 3, in
File "", line 1027, in _find_and_load
File "", line 1006, in _find_and_load_unlocked
File "", line 688, in _load_unlocked
File "PyInstaller\loader\pyimod03_importers.py", line 495, in exec_module
File "volume.py", line 6, in
UnicodeDecodeError: 'gbk' codec can't decode byte 0xaa in position 157: illegal multibyte sequence

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