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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.

KeyDefaultMeaning
General.EnabledtrueRender your processed voice and stream it to the Helper.
Sink.SpawnHelpertrueLaunch the Helper automatically with the game. Set to false if you start TravelEar.Helper.exe yourself.
Sink.SinkEndpointemptyPart of the name of the playback device the Helper renders to. Empty means the system default device.
Sink.HelperPathemptyFull path to TravelEar.Helper.exe. Empty means the copy under BepInEx\TravelEar.Helper.
Sink.DownmixfalseForce mono output. By default the stream keeps the channel count the game produces.
Fidelity.SinkFeedEncoderWhere 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.MixerStagetrueRe-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.MixerDrytrueThe game’s per-voice dry level. 0 dB at your own ears; kept for comparison.
Fidelity.MixerHightrueThe game’s occlusion high cut, approximated as a 3 kHz shelf. Nothing to cut at your own ears; kept for comparison.
Fidelity.MixerReverbFallfalseThe 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.MixerReverbBoosttrueThe game’s reverb boost send. Silent at your own ears by the game’s own formula; kept for comparison.
Fidelity.ReverbDecaySeconds1.5Decay time of the approximate reverb, in seconds. Tune by ear against a recording from a second player.
Fidelity.MegaphoneVoicetrueRender the megaphone’s output while you hold and use one, as a listener beside you hears it. Master switch for the Megaphone* toggles.
Fidelity.MegaphoneCrushertrueThe megaphone’s sample-hold crusher. Exact port of the game’s.
Fidelity.MegaphoneHighPasstrueThe megaphone’s 300 Hz high-pass. Exact port.
Fidelity.MegaphoneCompressorstrueThe megaphone mixer’s compressor (10 ms / 1 s) and its Duck Volume (-15 dB, 5:1, 0.25 s). Approximate.
Fidelity.MegaphoneMixAddAdd 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.EnvironmentReverbtrueThe 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.EnvironmentReverbDryCopytrueThe 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.EnvironmentReverbBusGainstrueThe 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.EnvironmentReverbVoiceSliderfalseMultiply by the listener’s voice volume slider as the game does. Off by default: the Sink level already follows your own slider.
Fidelity.IndoorAttenuationtrueThe 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.SpeechlessVolumetrueThe 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.SpeechlessPitchtrueThe 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.SpeechlessBloomtrueThe 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.MasterLimitertrueThe 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.MegaphoneMixertrueThe 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.TransmitGatetrueRender 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.TransmitFadeOutMs0Fade-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.TransmitHoldMs0How 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.OutputTrimDb0Gain 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.ReadHeadMarginFrames1.5VoicePlayer 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.SelfEarEqDryWet0Wet 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.CapturefalseReference 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.CaptureDeviceemptyPart 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.SelfEarForwardMeters0.0762How 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.