Feature Request: Advanced Sound Control System (Inspired by Extreme Sound Muffler)

ApexAlphaGaming shared this feedback 26 hours ago
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OverviewIntroduce an Advanced Sound Control System that allows players to selectively mute, adjust, or group individual in-game sounds. This system improves player experience by reducing audio fatigue, improving immersion, and enhancing accessibility, all without compromising design intent.

This feature is inspired by the Extreme Sound Muffler mod from Minecraft, which has become a standard in nearly every major modpack due to its simple yet powerful utility.

Core ConceptAllow players to control the volume or mute state of specific sounds or sound categories, using an intuitive interface built around two main lists:

Recently Played Sounds – Displays the last several sounds the player has heard, so unwanted noises can be quickly located and adjusted.

Full Sound Library – A complete list of all sounds in the game, searchable and organized with tags for easy filtering.

This system would operate entirely client-side, meaning it affects only the player’s local audio mix.

Key Features

Recently Played List

  • Automatically logs the most recently triggered sound events (e.g., within the last few minutes).
  • Allows instant adjustment of any sound that has just played, for addressing repetitive or overly loud sounds (e.g., engines, refineries, weapon loops).
  • Uses minimal system resources; simply stores recent sound event IDs and timestamps.

Comprehensive Sound Library

  • Displays every registered sound in the game with clear, human-readable names.
  • Searchable, sortable, and filterable.
  • Each entry includes: Sound name Tags (e.g., “environment,” “machine,” “weapon,” “UI”) Preview button (optional) Volume slider and mute toggle

Tagging System

  • Groups sounds logically for easier navigation.
  • Example tags: “machinery,” “engine,” “thruster,” “alarm,” “UI,” “wind,” “explosion,” “weapon,” etc.
  • AI-assisted tagging: Audio classification algorithms can automatically suggest tags based on both file names and waveform analysis (e.g., sustained low-frequency hum → “machinery,” high transient spike → “gunfire”).
  • QA team can verify or adjust tags to ensure accuracy.

Preset Profiles

  • Players can save and switch between sound profiles (e.g., “Mining Mode,” “Combat,” “Exploration”).
  • Profiles can be exported/imported for community sharing.
  • The system remembers per-sound volume preferences across sessions.

Accessibility & Immersion Benefits

  • Reduces auditory fatigue from constant machinery or alarm sounds.
  • Improves accessibility for players sensitive to certain frequencies or repetition.
  • Maintains immersion by letting players fine-tune their soundscape rather than globally lowering game volume.
  • Aligns with Space Engineers’s emphasis on customization, control, and player agency.

Technical FeasibilityThis feature is relatively simple to implement within modern game engine frameworks:

  • Audio Back-End: Most engines (Unreal, Unity, custom) already support per-sound event volume control and dynamic audio routing.
  • Data Handling: A rolling buffer for “recent sounds” and a registry for “all sounds” are lightweight systems.
  • Tagging: Tags can be stored as metadata within the audio asset database or linked via external configuration files.
  • UI/UX Layer: The interface could be built as an extension of the game’s existing options menu — similar to the Graphics or Control tabs.

The most time-intensive part would be sound cataloging and tag verification, not the core programming.

Why This Belongs in Space Engineers 2

  • Matches the game’s engineering philosophy, which is precise control, player customization, and sandbox freedom.
  • Enhances immersion and accessibility for all playstyles (builders, combat players, explorers).
  • Reduces player frustration with repetitive or high-volume sound effects in automation-heavy builds.
  • Sets a new standard for player audio control in simulation and sandbox games.

Summary for Non-Developers

This feature would let you, the player, control every sound in the game.

From the hum of an engine to the beep of a control panel, just the way you want.

You could easily quiet down annoying sounds, mute repetitive noises, or create your own immersive sound mix.

It’s easy to use, doesn’t affect performance, and gives you the same level of creative control over sound that you already have over machines, ships, and builds.

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