Settings
All settings live in Big Walk\BepInEx\config\com.sabermage.travelear.cfg. If you have the
ModSettingsMenu
mod installed, the same settings appear in the pause menu.
| Key | Default | Meaning |
|---|---|---|
General.Enabled | true | Render your processed voice and stream it to the Helper. |
Sink.SpawnHelper | true | Launch the Helper automatically with the game. Set to false if you start TravelEar.Helper.exe yourself. |
Sink.SinkEndpoint | empty | Part of the name of the playback device the Helper renders to. Empty means the system default device. |
Sink.HelperPath | empty | Full path to TravelEar.Helper.exe. Empty means the copy under BepInEx\TravelEar.Helper. |
Sink.Downmix | false | Force mono output. By default the stream keeps the channel count the game produces. |
Fidelity.SinkFeed | Encoder | Where your voice is taken from. Encoder processes the decoded outbound voice on the game’s mic thread and sends it straight to the Helper: lowest delay, and immune to the game’s audio-thread hiccups. VoicePlayer is the older path through an in-game voice player, kept for comparison. |
Fidelity.MixerStage | true | Re-synthesize the game’s mixer-stage effects (reverb sends, dry/high trims, megaphone character). Master switch for the Mixer* toggles below. Turn off to hear only the exactly reproduced part. |
Fidelity.MixerDry | true | The game’s per-voice dry level. 0 dB at your own ears; kept for comparison. |
Fidelity.MixerHigh | true | The game’s occlusion high cut, approximated as a 3 kHz shelf. Nothing to cut at your own ears; kept for comparison. |
Fidelity.MixerReverbFall | false | The game’s fall reverb send, applied to Local Voice. Off by default: that send belongs to a voice receding from the listener, and your own voice never recedes from your own ears. Kept for comparison. |
Fidelity.MixerReverbBoost | true | The game’s reverb boost send. Silent at your own ears by the game’s own formula; kept for comparison. |
Fidelity.ReverbDecaySeconds | 1.5 | Decay time of the approximate reverb, in seconds. Tune by ear against a recording from a second player. |
Fidelity.MegaphoneVoice | true | Render the megaphone’s output while you hold and use one, as a listener beside you hears it. Master switch for the Megaphone* toggles. |
Fidelity.MegaphoneCrusher | true | The megaphone’s sample-hold crusher. Exact port of the game’s. |
Fidelity.MegaphoneHighPass | true | The megaphone’s 300 Hz high-pass. Exact port. |
Fidelity.MegaphoneCompressors | true | The megaphone mixer’s compressor (10 ms / 1 s) and its Duck Volume (-15 dB, 5:1, 0.25 s). Approximate. |
Fidelity.MegaphoneMix | Add | Add puts the megaphone output on top of your direct voice, which is what a listener beside you hears. Replace keeps only the megaphone output while you broadcast. |
Fidelity.EnvironmentReverb | true | The room reverb a listener beside you hears on your voice (the game’s dynamic reverb: hallways, caves, almost nothing outdoors), driven by the same live parameters the game writes each frame. Master switch for the EnvironmentReverb* toggles. Levels, onsets and decay are exact targets; the reverb network is approximate. |
Fidelity.EnvironmentReverbDryCopy | true | The reverb’s own un-reverbed copy of your voice, which the game mixes on top of the direct path. It is what makes a nearby voice sit in the room rather than beside it. |
Fidelity.EnvironmentReverbBusGains | true | The fixed bus trims a voice meets on a listener’s machine (-3 dB voice group, -6 dB dry bus). Off = both at 0 dB, louder than the game. |
Fidelity.EnvironmentReverbVoiceSlider | false | Multiply by the listener’s voice volume slider as the game does. Off by default: the Sink level already follows your own slider. |
Fidelity.IndoorAttenuation | true | The game’s indoor voice attenuation: a listener hears every voice at Outdoorness * 0.5 + 0.5, 6 dB down fully indoors. Uses your own outdoorness at the Self-Ear. |
Fidelity.SpeechlessVolume | true | The red bells’ voice fade: a speaker inside a speechless zone is heard at 1 - speechlessness, silent at the centre. The zone’s pitch drop and super-wet bloom are not rendered yet. |
Fidelity.SpeechlessPitch | true | The red bells’ pitch drop: the voice mixer’s pitch shifter at the VoicePitch the game writes for the listener (1 - speechlessness * the zone's deduction). Pitch without tempo, as in the game; adds 16 ms of latency inside Local Voice. Off = no shifter in the chain. |
Fidelity.SpeechlessBloom | true | The red bells’ super-wet bloom: the 6.8 s dark reverb and chorus that opens as the listener nears a zone (SuperWet_Speechlessness, pitched by SuperWetPitch, both read from the game). Approximate reverb and chorus. |
Fidelity.MasterLimiter | true | The game’s master limiter, the last thing a listener’s mix goes through: -3 dB threshold, 10:1, 0.125 s release, 20 dB knee. Approximate detector. |
Fidelity.MegaphoneMixer | true | The megaphone mixer’s fixed effects beside its dynamics: 5 kHz low-pass, 2.5 kHz +8 dB EQ, a 2 s -10 dB reverb and a 100 ms echo. Approximate reverb. |
Fidelity.TransmitGate | true | Render your voice only while other players would receive it: not muted, and the game’s voice activation hears speech or a radio/megaphone room is open. Off renders everything the mic encodes, noise floor included. |
Fidelity.TransmitFadeOutMs | 0 | Fade-out of Local Voice when the game’s voice activation stops hearing you, in ms. 0 = the game’s own channel fade, read from its voice-activation trigger and logged as Transmit fade:. Raise it if speech still chops between words. |
Fidelity.TransmitHoldMs | 0 | How long Local Voice keeps rendering after the game’s voice activation stops hearing you, before the fade-out starts, in ms. 0 = automatic (the fade-out plus 60 ms, at least 100; logged as gate hold). Raise it if the quiet ends of words get cut. |
Fidelity.OutputTrimDb | 0 | Gain applied to Local Voice last, just before the Helper, in dB. Calibration only: the chain’s level is the game’s (a listener beside you gets the -6 dB dry bus plus the reverb’s own dry copy, about +1 dB together). Negative = quieter. |
Fidelity.ReadHeadMarginFrames | 1.5 | VoicePlayer feed only. Buffer margin at the start of each talk burst, in 60 ms frames. Lower for less delay; raise it if the log’s stats line shows read-head resyncs climbing. |
Fidelity.SelfEarEqDryWet | 0 | Wet mix (0 to 1) of the game’s 400 Hz voice EQ. 0 is the dry voice a listener standing next to you hears. |
Calibration.Capture | false | Reference capture for calibrating the mod against a real listener (M3-PLAN T4a): records the decoded outbound voice, the Local Voice output, every frame’s gate disposition and every mixer float the game writes under %LOCALAPPDATA%\TravelEar\calibration\<timestamp>. Off unless you are measuring. |
Calibration.CaptureDevice | empty | Part of the name of the Windows capture device carrying the other machine’s audio output (an HDMI capture card, line-in). With Capture on, a second Helper records it to peer.wav beside the capture; tools/calibrate.py compares the three. Empty = record it yourself. |
Ear.SelfEarForwardMeters | 0.0762 | How far in front of your in-game ears the voice is placed, in metres (3 inches). |
Sink.Downmix applies live. Restart the game after changing any other key.
Offset
The Helper’s window (“TravelEar for Big Walk”, minimized to the taskbar) shows
TravelEar offset: N ms: the delay between your voice leaving the mic and reaching the
Helper’s output, as a rolling 10 s average. It reads measuring until the first frames have
streamed. The same figure is logged as Offset: every 10 s. TravelEar adds nothing to the
game’s own menus.