BigTunes
Queue music on the in-game radio with chat commands. Type /play and the top YouTube result comes out of the speaker itself - positional, and fading with distance.
By drop
| Last updated | 3 days ago |
| Total downloads | 55 |
| Total rating | 1 |
| Categories | Mods Audio |
| Dependency string | drop-BigTunes-1.0.2 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755README
BigTunes
Queue music on the speakers in Big Walk. Type /play [song name] in chat
and the top YouTube result comes out of the speaker itself — positional audio,
fading with distance. It plays from the radio you carry, or from one of the
world's fixed speakers if you are standing at one.
Everyone else running the mod hears the same song, from the same point in it. Commands stay out of chat, so nobody sees you typing them.
⚠ The first launch has a big download — let it finish
Before the game starts, BigTunes downloads the two tools it needs to fetch audio (yt-dlp and ffmpeg — about 200 MB together). The game will sit on a black window, or on the BepInEx console, while that happens: usually a few seconds, up to a minute or two on a slow connection.
Do not close the console or the game while it is working. Just wait. It happens once — every launch after the first is normal speed.
Installing
Install BepInEx IL2CPP first. If you are importing this zip by hand (r2modman → Settings → Import local mod), r2modman will not install the dependency for you — it only resolves dependencies for mods it downloads from Thunderstore. Install BepInExPack_IL2CPP 6.0.755 into the profile first, then import this zip. Installed from Thunderstore proper, the dependency comes down automatically.
On the first launch BigTunes fetches yt-dlp and ffmpeg into its own folder, before the game starts - so the first load takes a little longer and everything works from the moment you are in. It happens once. If that first launch looks frozen, it is downloading; leave it alone until the game appears.
Commands
| Command | Effect |
|---|---|
/play <search or link> |
Queue a track from YouTube |
/skip |
Skip the current track |
/pause /resume |
Hold the track where it is, for everyone |
/restart |
Start the current track again from the beginning |
/stop |
Stop, and drop everything queued |
/clear |
Drop what's waiting, keep the current track playing |
/mute /unmute |
Silence the music for you alone |
/queue |
What's playing, and what's next |
/vol <0-200> |
Volume, as a percentage. Past 100 the audio itself is amplified |
/help |
This list, in game |
A full YouTube link works, but the chat box is short and a link that gets cut
off resolves to nothing — or to the wrong video. The eleven-character id on its
own works too, and so does the v= form:
/play v2AC41dglnM
/play v=v2AC41dglnM
Worth using when it matters which version you get: a plain search can land on different videos on different machines.
Which speaker it plays out of
The one nearest to whoever queued the track. You do not have to be holding a radio — one on your back counts, because it is still the closest to you.
Fixed speakers count too. Stand within about fifteen metres of one of the world's speakers and your track plays out of that instead of the radio you are carrying. Where they come in a wired set, like the posts in the music garden, the whole set plays.
The speaker is chosen when the command is typed and keeps the track for the whole song, even if you walk off. So a song queued a kilometre away is not silent — it is a speaker somewhere else, playing, and walking over joins it partway through at the right point.
Each speaker has its own queue. Two people at two radios hear two different songs.
Multiplayer
Start a track and everyone else running BigTunes hears it too, from the same point in the song. Nothing is streamed between you: each player fetches the same audio, so someone on a slower connection joins further in rather than holding everyone up. Whoever gets the audio first sets the song's start, so nobody loses the opening bars to somebody else's download.
Walk in while a song is playing and you pick it up where it has got to.
/play, /skip, /stop, /pause, /resume, /clear and /restart are
shared. /vol, /mute and /queue are yours alone. Turn sharing off with the
Sync setting if you would rather keep your music to yourself.
Settings
In BepInEx/config, or in game with ModSettingsMenu.
| Setting | Default | What it does |
|---|---|---|
MusicVolume |
50 | Loudness. 100 is as loud as a speaker can be asked to play; past that the track is amplified as it loads |
SpeakerSetVolume |
50 | Loudness of a wired set of speakers, as a percentage of the above — several speakers sum to far more than one |
AudibleDistance |
20 | How far the music carries, in metres |
SpeakerRange |
15 | How close counts as standing at a fixed speaker |
MaxSongMinutes |
12 | Reject anything longer at queue time |
CacheLimitMB |
500 | On-disk audio cache size |
CommandPrefix |
/ |
What a command starts with |
ShowOverlay |
true | The corner now-playing line |
Sync |
true | Share playback with other players running the mod |
VerboseLogging |
false | Extra detail in the log. Turn it on before reporting a problem |
Notes
- Works on any channel, including channel 1.
- OFF means silent, but it does not mean lost: queue to a radio that is switched off and the track waits on it at 0:00, and starts when you switch the radio on.
- Only people with the mod hear queued music.
Bug reports and suggestions: message me on Discord - nicholasxmiller