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Project_Audio

Requires: Community Framework Load order: @CF;Project_Audio_Sample;Project_Audio With your own custom audio pack (from the Discord tool): @CF;Project_Audio_Sample;Project_Audio_Data;Project_Audio Area, ambient, and trader audio for DayZ. Place music and sound events at world positions with synced playback for every player in the zone. The server owns the playlist clock. Clients play SoundSets at configured world… (more)

Requires: Community Framework Load order: @CF;Project_Audio_Sample;Project_Audio With your own custom audio pack (from the Discord tool): @CF;Project_Audio_Sample;Project_Audio_Data;Project_Audio Area, ambient, and trader audio for DayZ. Place music and sound events at world positions with synced playback for every player in the zone. The server owns the playlist clock. Clients play SoundSets at configured world positions. Optional speaker props are visual-only and audio is never tied to streamed objects. Join mid-track, leave and re-enter, or hop zones and everyone stays on the same beat. Ships with 24 Sample audio tracks in Project_Audio_Sample so you can run playlists out of the box. JSON profiles under profiles/Project_Audio/ drive playlists, spawn zones, triggers, and admin access. Edit live with the in-game F9 admin menu (Save Tab to disk, Sync Config to apply). To make your own custom audio, join Discord and download Project Audio Tool. Use it to download/convert tracks and build your own Project_Audio_Data SoundSet pack alongside the Sample pack. • 24 Sample tracks included : Ready-to-use SoundSets in Project_Audio_Sample • Synced zone audio : One SpawnTitle = one shared clock. All position speakers play the same track at the same second • Position-based playback : Sound at world coordinates. ClassName optional for visual speakers, or empty for sound-only • Playlists : Loop, shuffle, random start, per-track volume / duration / range, StreamerSafe, IsServerSound • TriggerSound : Wait for players in TriggerRadius, idle when everyone leaves TriggerRadiusCleanup (evac / bunker / events) • TrackRange : Per-track client attenuation (fallback SoundRange → 150) • Player controls : Toggle Project Audio, I Am Streaming, volume up/down (when PlayerAdjustVolume allows) • In-game admin (F9) : Settings, Spawns, Tracks, Playlists, Admins. Checkboxes for 0/1, TrackVolume slider, track Play/Stop preview • Save Tab vs Sync Config : Save writes disk only · Sync reloads live, respawns speakers, then restarts all zone audio together • Custom audio via Discord : Get Project Audio Tool and build your own Project_Audio_Data pack • Workshop PBOs : Project_Audio (scripts) + Project_Audio_Sample (24 sample tracks). Optional Project_Audio_Data is tool-built only - JSON Configuration - auto-created on first server start PO_Config.json PO_Admins.json PO_ObjectSpawn.json PO_Playlist/*.json - Server Admin Friendly : Profile JSON in profiles/Project_Audio/ Defaults are created on first boot if missing (Sample playlists included). Clients receive config via RPC on connect. No client JSON install required for server settings. All settings are managed through JSON in your server profile directory profiles/Project_Audio/ PO_Config.json - EnableLogs, EnableDebug, KeepLog, SoundRange, SyncRadius PO_Admins.json - BattlEye GUIDs allowed to open the F9 admin menu PO_ObjectSpawn.json - Zones: Enabled, SpawnTitle, ClassName, PlaylistID, StartDelaySeconds, pos[], TriggerSound, TriggerRadius, TriggerRadiusCleanup PO_Playlist/Your_Playlist_Name.json - One file per playlist (filename = PlaylistName with spaces → underscores) - Playlist flags + Tracks[] with SoundSet, TrackDuration, TrackVolume, TrackRange Client prefs (auto-created): %localappdata%\

Workshop 3779323931

Not analyzed yet

modperf has not read this mod's scripts, so there is no report and it is left out of any stack it appears in. 3 live servers in the crawl publish it.

The worker downloads the mod from the Workshop and reads its Enforce Script — nothing is executed. Usually a few minutes. This page then shows the report.