Mikhasan-Village_Audio_Overhaul_Personal icon

Village Audio Overhaul Personal

Original Clash of Clans SFX, resource- and building-specific sounds, phase music and uninterrupted calm music during disasters

Last updated 6 hours ago
Total downloads 4
Total rating 0 
Categories Audio AI Generated Mods
Dependency string Mikhasan-Village_Audio_Overhaul_Personal-1.1.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.788 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.788

README

Village Audio Overhaul — 1.1.0

By Mikhasan. Standalone plugin for Dice Kingdoms v1.0.4, Unity 2021.3.36f1, BepInEx 6 IL2CPP 788. Includes the plugin, 47 original Clash of Clans SFX and 10 Clash of Clans music tracks. No procedurally generated replacements.

The only dependency is BepInEx-BepInExPack_IL2CPP-6.0.788.

Installation

Import the ZIP as a local mod, or merge its BepInEx folder into a manual installation with the loader already present. Remove/disable the previous edition first. Audio files and audio-map.json must stay beside DiceKingdoms.VillageAudioOverhaul.dll. The plugin does not write to original game files or modify game rules/network messages.

What it adds

  • Gold collected → CoC gold-collector sound (coins_collect_01.ogg).
  • Food / wood / stone / culture / military resources collected → CoC elixir-collector sound (elixir_collect_02.ogg). Dice Kingdoms has no elixir; using the collector sound for non-gold resources is intentional.
  • Hammer resources / building repair → Builder Repair (sb_hammer_01.ogg).
  • Building placement, routed by actual building type: house → Troop Housing; barracks/archery range/land camp → Training Barrack; guard tower → Tower Turret; sorcerer tower → Wizard Tower; castle/wonder → Town Hall; storage/market → Gold Storage; quarry → Gold Mine; farm/windmill/lumber camp → Building Wooden; wall (incl. bulk) → Weak Wall; university → Laboratory; church/cathedral/hospital → Tavern; other → Generic Placing (cannon_drop2.ogg).
  • Building hit → four original Barbarian Hit variants. Building destroyed → Building Destroyed, only on a positive-to-zero health transition.
  • Sword clash/parry → three barbarian sword-swing/hit variants.
  • Unit deaths: archer → two Archer Die variants; sorcerer/warlock → Wizard Die; other → two Barbarian Die variants.
  • Arrow launched / hits ground → Archer Attack variants / Archer Hit.
  • Troops landing from a ship → three barbarian deployment voices.
  • Fireball launched / hits → mage attack variants / Wizard Hit.
  • Lightning disaster → Lightning area (bottle_break_04_lightning_01.ogg).
  • Meteorite impact → three meteor-staff impact variants. Tornado → Tornado deploy (total_suckage_01.ogg).
  • Button click / hover → button_click.ogg at each native Sound's volume.
  • Trees / rocks cleared → Tree Pickup / rock_pickup3.ogg.

All SFX come from the original game's public asset CDN and are verified against SHA-1 in the CoC fingerprint (v18.200.21); sfx-sources.json records original filenames, hashes and matching logic/effects.csv entries. No files are edited or synthesized. Resource arrival is read from the actual resource UI/particle event, not chosen randomly. CoC collector clips last ~2 s; retriggers in the same resource family are limited to one per 0.35 s, and the resource-tick pitch ramp is bypassed for these two recordings. Building sounds follow the selected building type, not the civilization. Health history is cleared when a building visual returns to its native pool, preventing a false destruction sound.

Nothing unsuitable is forced: dice bounces, skull/disaster warnings, unit footsteps, sailing/water impacts, ambient burning, tsunami, scorched earth, rotation/movement cues, timers, chat and tutorial/victory-hit cues keep native audio. Ordinary skull warnings are not converted into battle sounds.

Music: Home Village covers menus and harvest; Builder Base covers lobbies; construction uses the existing Home/Builder playlist. Combat Planning and Combat Music still follow preparation and active-battle states; victory/defeat/start stingers are unchanged. Entering Disasters preserves the current calm track, its playback position and native source — no battle/planning trigger; if the track finishes, another track from the same calm playlist plays. This mirrors the stock game's use of the civilization's default/calm Sound during disasters.

Settings and custom files

Config: BepInEx/config/io.github.mikhasan.dicekingdoms.villageaudio.cfg — EnableMusicReplacement, EnableSFXReplacement, MusicVolume, SFXVolume, EnableDynamicMusic, EnableCrossfade, CrossfadeSeconds, DebugLogging. Native mixer controls still apply. Settings can change live; file/map edits need a restart.

WAV PCM, OGG Vorbis and MP3 are supported. music / sfx in audio-map.json hold paths relative to Audio; resourceEvents maps native resource names to SFX roles; buildingEvents maps native building names to placement roles; clipEvents holds verified native Dice Kingdoms clip names. An explicit empty list keeps stock audio; missing/corrupt files fall back to stock, not silence.

Validation limits

The runtime probe exercises native audio objects in an isolated copy without desktop input; resource/placement routing also uses controlled local fixtures. This is not a claim that every building was manually placed or every battle won/lost. Remote multiplayer and long-session listening quality remain outside automated verification.

Rights

Unofficial, not endorsed by or affiliated with Supercell. See Supercell's Fan Content Policy. CoC music and SFX retain their owners' rights and are not covered by the plugin's MIT license; local availability is not redistribution permission. Plugin source: MIT, copyright 2026 Mikhasan. Icon: original singing-barbarian illustration from the previous edition.