What It Adds
- Server-side range control for which players receive weapon sound events.
- Client-side rolloff tuning through HitSoundDistance so received sounds can still fade naturally.
- Per-weapon range overrides using exact item names, for example range.<ExactItemName>=<meters>.
- Debug and test commands such as audio log and audio hitdis for checking behavior in-game.
- A cleaner way to tune weapon sound without treating every weapon as the same volume problem.
How It Plays
Players should hear weapons at distances that make sense for the server instead of everything feeling either silent or map-wide. Admins can tune loud weapons, quiet weapons, and special cases independently, then test whether the right people receive the sound and whether the client fade feels right once it arrives.
Why It Matters
Sound is part of PvP pressure, stealth, threat reading, and world feel. AudioDistance makes that part of the server more deliberate instead of leaving it as a hard-to-debug side effect of default values.
Credits and Thanks
This is a Bad Neighbors Original by Nate. Nate drives the idea, desired outcome, testing, and product direction, with Chappie and Codie helping carry the heavy lifting through research, code iteration, debugging, and documentation. Thank you to the 7 Days to Die modding community, which has kept this game alive for more than fourteen years through shared experiments, fixes, examples, and a stubborn love of making the game do more than it did yesterday.