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| Date uploaded | 2 years ago |
| Version | 0.9.5 |
| Download link | SimonTendo-LCSoundRandomizerMod-0.9.5.zip |
| Downloads | 330 |
| Dependency string | SimonTendo-LCSoundRandomizerMod-0.9.5 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100SimonTendo-STSharedAudioLib
A standalone Component storing Lists of AudioClips to access from different mods.
Preferred version: 0.0.2README
COMPANY-MANDATED MESSAGE:
That is all for this message. We hope you stay a great asset to the Company.
However, clearly, this should not deter you from your work, so despite all these objects suddenly mimicking sounds of other items and entities, we WILL hold you accountable for getting confused, or injured as a result.
Employees, things seem... different.
As we saw a Manticoil flying by our window today, we noticed it appeared to emit the sound of the so-called Bracken. We didn't think much of it at first, but then the Whoopie Cushion we placed on an intern's chair made the explosion sound of our weapons provider's stun grenades. And then, as even more objects around us seemed to create different sounds than intended, we had come to the conclusion that a lot of these items appear to mix and match sounds and noises of most other entities beknownst to us.
The Mod
Introduction:
Think you can handle shuffled sounds and songs? This mod collects over 500 audioclips from the game, and then randomly redistributes them among tons of items and enemies!
Clownhorns that sound like slamming doors...
Snare fleas that laugh like Tulip Snakes...
Farting Coil-heads...
All this and more in this chaotic mod that will put you on edge as every sound might suddenly convey other information than you're used to!
Creation:
- My intent with this mod was to randomize the sounds of all items with special sounds, such as the Airhorn and Clownhorn, and shuffle all sounds of enemies and hazards as long as they don't relay important information.
- So, this mod will certainly throw a lot of randomized silliness at you, but I didn't want to make it too random, nor too lame. I think it manages to fall somewhere in between.
- This mod was primarily made as another demonstration of how my custom library STSharedAudioLib might work.
- I do believe it shows the capacity of the library well, and actually makes for a potentially really funny mod.
- But I didn't initially intend to make a sound randomizer at all, so I still want to iterate a bit on it after getting some feedback, to find a balance as said above.
- As part of this feedback, there will likely be more config options in the future too. But the mod does already come with an option to turn the multiplayer off, so you can play the mod without others in the lobby needing the mod too.
- And this mod will first release as a v0.9.0 Test Release, to see if the netcoding holds up, if the idea is fun, or if certain things should be rebalanced.
- A v0.9.5 release has hopefully addressed the largest problem of randomized sounds being repetitive on loop. I anticipate this will be the biggest 'fix', so for the future I hope to focus on expansion and more playtesting, to add more objects to the pool of randomized sounds, add more customization, and hopefully find some more minor issues to tweak.
Credits:
- This is in part inspired by The Legend of Zelda randomizers, which I happened to be watching at the time of making this mod.
- I took some inspiration from the way sounds are randomized in those mods by swapping mostly songs and a few voice clips, but decided to stick to my own decisions as well, since testing this proved that a bit more chaos was actually hilarious, given this game's context.
- And thank you for checking out or even downloading this mod!
CHANGELOG
v0.9.0
- Test Release
v0.9.5
- Test Changes:
- All sounds are now divided into short, medium-length, and long clips, and when picking random sounds the length of an audioclip will influence how likely it is to be picked
- This should prevent things like Toy Robots playing very short sound effects on repeat, which turned out more annoying than anticipated.
- There's no algorithm behind dividing clips by length, I just assign them myself based on some rules and gut feelings, so this will likely change in the future still.
- Other tweaks:
- The Jester's randomized music now loops but will go silent seconds before popping, to give an indication of how much time is left
- Bunker Spiders no longer play a random sound upon getting hit, but they do play a random sound when hanging a dead player's body
- Snare Fleas' shrieks will return to the original sounds upon dying
- Radar Boosters have been given randomized sounds
- Slightly tweaked some random chances of success
- Added additional feedback to the console log upon opening the game
- Implemented a hotfix for compatibility with YippeeMod by sunnobunno (https://thunderstore.io/c/lethal-company/p/sunnobunno/YippeeMod/)
- All sounds are now divided into short, medium-length, and long clips, and when picking random sounds the length of an audioclip will influence how likely it is to be picked
Release
v1.0.0
- Full Release
- Changes and Fixes:
- General:
- Applied randomization of sound effects to newly added content in v56
- Added new sounds added in v56, and more sounds overall from already-present content
- Two more already-present objects can now play randomized sounds
- Customization:
- Added config option [Randomize Enemy Footsteps]
- If this is set to true, enemies will pick a random set of other footstep sounds and play those while walking around
- By default set to true
- Tweaked config option [Completely Randomize Sounds]
- If set to its default false, sounds will now more often be picked based on a fitting length for the object playing the sound (but still not be guaranteed to, it is a randomizer, after all)
- If set to true, sounds will now be picked even more randomly
- Added config option [Randomize Enemy Footsteps]
- Optimization:
- Old Birds now only reroll for new sound effects once when loading into a level, instead of per enemy instance
- Baboon Hawks now reroll for new sound effects when spawning and every hour, instead of every time one of them spots you
- If config [Synchronize Sounds] is set to true, sound effects on certain objects and enemies will only get sent over the network if it would actually get a new sound, instead of receiving repeat netcode messages
- Rearranged order in which sound effects are loaded, instead of the jumbled-up mess it was before
- Miscellaneous:
- Slightly tweaked some random chances of success
- The Ghost Girl now plays a random sound while being stared at (oops that was supposed to always be the case)
- Very slightly reworked Snare Fleas, Maskeds, and Spore Lizards
- Earth Leviathans no longer play a random sound when hitting the ground (this one I was never sure about anyway), but are more likely to play enemy sounds/songs when emerging from the ground
- Butlers now play a random clip if you get reeeaaal close to them
- Tweaks to the Jester
- Its music will now pre-emptively stop if it randomly rolled its original music
- Implemented a hotfix for compatability with mods that replace the original sound file of the Jester's music
- The Hoarding Bug's compatibility with yippee mods is now slightly more flexible, by checking if any mod replaced the sound file
- (To be clear, mods that replace sounds using CustomSounds are not affected by these compatibility hotfixes, as CustomSounds replaces even the randomly rolled sounds. I will also not be implementing hotfixes for every single mod that replaces the original sound file of items or enemies, as I simply do not have the time for that.)
- Implemented additional custom classes to make a handful of the above changes work
- General:
v1.0.1
- Changed some functionality so that each Rubber Ducky will now play a different random sound when dropped
- Increased chance for Jester to still play random music when replacement music has been found
- Updated checks for replacement sounds on the Jester and Hoarding Bug to utilize STSharedAudioLib's v0.0.2
v1.1.0
- Added sounds from v60 and v64 to the pool of random sounds
- Also added more pre-v60 sounds
- Applied randomization to some sounds of the Maneater and to some items added in v60
- Tweaked some random chances:
- The chance for insanity sounds to be randomized now starts off lower but increases the longer the day has gone on
- Doors will now almost alwa- (CLANG) ...almost always play a random sound whe- (BAM) when- (BONK)(POW)
- Implemented some extra checks to reset sounds on certain enemies
- Mostly in preparation for a future update
- Also reworked the way sounds from level hazards are collected to be more spread apart, which should lead to them being added to the pool of random clips faster, but risks being desynced if players join at wildly different times; although I think that would still be a minor net positive.
- Other minor tweaks:
- Rubber Ducks now also make a random sound when grabbed
- Airhorns, Clownhorns, Hairdryers, Cash Registers, Remotes, and Whoopie Cushions can't play their sound multiple times simultaneously
- Nutcrackers now keep their replaced music if a non-CustomSounds mod overwrites it, with a 40% chance to still be random
- In theory, that is. I only later found out that... there are no such mods
- Fixed an issue that Barbers would not sync properly
- Fixed an issue that randomizers on doors in mineshafts would throw errors
- As well as doors in probably every non-vanilla interior
- Fixed an issue that the Kidnapper Fox's sounds were not in the pool of random sounds anymore in v64
- There was a typo in the Baboon Hawk patch that, when playing with Config [Synchronize Sounds] set to false, didn't randomize some of their sounds. This was, of course, too bearable. So Baboon Hawks' every sound will now locally be just as chaotic as in multiplayer.
This update turned out much, much more complex than anticipated, so my apologies if minor bugs have still slipped through.