ProjectEcho
Physics-based spatial audio system. Applies Sabine-based RT60 reverberation, wall-blocking LPF, diffraction paths, and HRTF-based spatial audio in real time. Supports low, medium, and high quality tiers.
| Last updated | 2 hours ago |
| Total downloads | 99 |
| Total rating | 1 |
| Categories | Mods Audio BepInEx Client-side Performance Tweaks & Quality Of Life |
| Dependency string | SignalLost-ProjectEcho-1.0.6 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Project Echo — Physics-Based Spatial Audio
A real-time spatial audio mod for Lethal Company. Instead of simple sound replacement, Project Echo simulates physically accurate reverb, occlusion, diffraction, and 3D spatialization based on your actual in-game surroundings.
How It Works
Every time you move, Project Echo casts rays in up to 14 directions to measure the room you're standing in. It calculates the reverberation time (RT₆₀) using Sabine's Formula, samples wall and floor materials to determine how hard or soft the surfaces are, and applies all of that to every active AudioSource in the scene — in real time.
Features
🔊 Dynamic Reverb (Sabine RT₆₀)
Room volume and surface absorption are calculated on the fly. A tight metal ventilation shaft sounds completely different from a vast machinery hall. Ceiling height and corridor shape are detected separately and influence the reverb character.
🧱 Physical Occlusion
Walls between a sound source and the player trigger a low-pass filter. The further the source, the more muffled it becomes. Monsters are harder to hear through thick walls — but you'll still know something is there.
🚪 Sound Diffraction
Sound bends around open doors and through corridors using a portal-based path engine. A door that's 10% open sounds different from one that's 90% open.
🎧 HRTF Spatialization
Elevation and azimuth tonal shaping on top of Unity's built-in spatializer. Sounds above you are brighter; sounds below are darker. Air absorption rolls off high frequencies with distance, matching ISO 9613-1.
🏷️ Sound Source Categorization
Every AudioSource is classified into one of 7 categories. Each category gets its own processing:
| Category | Treatment |
|---|---|
| Footstep | Short reverb, floor material emphasized, HPF off |
| Monster | Occlusion ×1.3, direction maximized |
| Machine / Ambient | Long reverb tail, wet ratio increased |
| Walkie-Talkie | No reverb, band-limited 300–3400 Hz |
| Player | Standard processing |
🪞 Directional Early Reflections
A virtual audio source is placed at the nearest wall reflection point and plays back the sound with a physical delay (distance / 343 m/s). The reflected sound's EQ is shaped by the wall material — metal walls produce bright, sharp ringing; carpet produces almost no reflection at all.
🔀 Multizone Blending
Standing in a doorway? Project Echo scans both sides and blends the two reverb profiles. No more hard snapping between spaces.
📐 Material-Driven HF Decay
DecayHFRatio is computed per-scan from the weighted average of surrounding surface types. Hard materials (metal, glass) let high frequencies ring long. Soft materials (carpet, dirt) kill them almost instantly.
Installation
Install automatically via Thunderstore Mod Manager or r2modman.
Manual install:
BepInEx/plugins/ProjectEcho/ProjectEcho.dll
Configuration
A config file is generated at BepInEx/config/ProjectEcho.cfg on first launch.
[Quality]
# Low / Medium / High (default: Medium)
# Systems with under 4 GB RAM are automatically set to Low.
QualityTier = Medium
[Features]
EnableHRTF = true
EnablePropagation = true
EnableOcclusion = true
[Audio]
# Overall volume multiplier (0.0 – 2.0)
MasterVolume = 1.0
# Reverb strength multiplier (0.5 = subtle, 2.0 = heavy)
ReverbIntensity = 1.0
# Occlusion LPF depth (0.0 = disabled, 1.0 = full)
OcclusionStrength = 1.0
# Room transition blend speed (1.0 = slow, 10.0 = instant)
RoomTransitionSpeed = 3.5
Low-end recommended settings
QualityTier = Low
EnableHRTF = false
EnablePropagation = false
Performance
| Quality Tier | Raycasts | Scan Interval | Max Active Filters |
|---|---|---|---|
| Low | 6 | 1.0 s | 8 |
| Medium | 10 | 0.5 s | 16 |
| High | 14 | 0.25 s | 32 |
Scans run only when the player moves more than 0.5 m and are spread across multiple frames using a per-frame time budget. Filter updates skip entirely when a source is not playing, and stop running once all parameters have settled — keeping idle CPU cost near zero.
Compatibility
| Item | Version |
|---|---|
| Lethal Company | v64+ |
| BepInEx | 5.4.21+ |
| Other audio mods | ⚠️ Possible conflicts |
Using Project Echo alongside other audio replacement mods (e.g. LCSoundTool) may cause conflicts. If you experience issues, try running Project Echo on its own first.
Bug Reports
Please open an issue on GitHub and attach your BepInEx/LogOutput.log.