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V0idSounds
Situational event soundtracks with physical ship speaker acoustics (moon landings, Company visits, fast monster departures, squad wipes, midnight timeouts) & iconic voice notifications.
By V0id
| Last updated | 6 days ago |
| Total downloads | 154 |
| Total rating | 0 |
| Categories | Audio Client-side AI Generated |
| Dependency string | V0id-V0idSounds-1.0.3 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
V0idSounds (Lethal Company Mod)
An iconic atmospheric, situational soundtrack and audio mod for Lethal Company by V0id.
Features situational music and classic voice notifications for player joins/leaves, moon landings, emergency departures, squad wipes, and midnight timeouts — with optional 3D physical ship speaker audio routing!
Features
- Physical Ship Speaker Audio:
- Situational music (landings, departures, midnight evacuation, squad wipes) physically emanates from the overhead ship speaker inside the ship cabin with realistic 3D acoustic roll-off.
- Configurable spatial blend and distance settings in the config.
- Situational Event Music:
arrive_normal*: Plays when the ship lands on a normal moon.arrive_chill*: Plays when the ship lands on the Company moon (71-Gordion).leave_fast*: Plays when departing from a moon while monsters are nearby.leave_chill*: Plays when departing from the Company building.leave_sad*: Plays when all players have died and the ship initiates automatic departure.toolate*: Plays when time runs out (midnight) and the ship departs on its own.
- Voice Alerts:
user_joined*: Iconic "User joined your channel" notification when someone connects (or when you join someone else).user_left*: Iconic "User disconnected from your channel" notification when someone disconnects.
- Multi-Track Audio Pools (Wildcards):
- Add multiple tracks for any event (e.g.,
arrive_normal.mp3,arrive_normal2.mp3, etc.). The mod deterministically syncs random track selection across all players.
- Add multiple tracks for any event (e.g.,
- Event Scenery Cut-Off Toggle:
CutOffOnEventChange = true(default): Soundtracks stop/fade out cleanly when the event or scenery finishes (e.g. ship finishes landing/doors open, ship lifts off into orbit, or round ends).CutOffOnEventChange = false: For the music enjoyers! Soundtracks will continue to play to completion even after scenery transitions.
- Client-Side Only & Universal:
- Works on both modded and vanilla servers. Only players with the mod installed hear the audio.
- Granular Volume Sliders:
- Master volume control + dedicated volume sliders for every event and sound effect.
- Extensible & Customizable:
- Drop your own
.mp3,.wav, or.oggfiles into theAudio/folder to add custom soundtracks.
- Drop your own
Sound Origins & Credits
Click to expand Sound Origins (Spoilers)
user_joined/user_left: Original voice notification sounds.toolate: Sift Heads World - Act 5 End Credits.- All other event soundtracks (
arrive_normal,arrive_chill,leave_sad,leave_fast,leave_chill): Detective Conan / Case Closed Original Soundtrack.
Configuration
On launch, BepInEx will generate BepInEx/config/com.v0id.v0idsounds.cfg:
[General]
## Whether to play 'User joined your channel' when someone joins your multiplayer game.
# Setting type: Boolean
# Default value: true
EnableJoinSound = true
## Whether to play 'User left your channel' when someone leaves your multiplayer game.
# Setting type: Boolean
# Default value: true
EnableLeaveSound = true
## Whether to play 'User joined your channel' when you join someone else's multiplayer game.
# Setting type: Boolean
# Default value: true
PlayForSelfJoin = true
[Events]
## Whether to play 'arrive_normal*' soundtrack when ship lands on a normal moon.
# Setting type: Boolean
# Default value: true
EnableArriveNormal = true
## Whether to play 'arrive_chill*' soundtrack when ship lands on the Company moon.
# Setting type: Boolean
# Default value: true
EnableArriveChill = true
## Whether to play 'leave_sad*' soundtrack when all players have died and the ship departs on its own.
# Setting type: Boolean
# Default value: true
EnableLeaveSad = true
## Whether to play 'leave_fast*' soundtrack when the ship departs and monsters are nearby.
# Setting type: Boolean
# Default value: true
EnableLeaveFast = true
## Whether to play 'leave_chill*' soundtrack when the ship departs from the Company moon.
# Setting type: Boolean
# Default value: true
EnableLeaveChill = true
## Whether to play 'toolate*' soundtrack when time runs out (midnight) and the ship departs on its own.
# Setting type: Boolean
# Default value: true
EnableTooLate = true
## Whether to cut off/stop playing sounds when events change (e.g. ship finishes landing/doors open, ship lifts off/enters orbit, round ends). Set to false to allow sounds to continue playing until they finish.
# Setting type: Boolean
# Default value: true
CutOffOnEventChange = true
## Distance in meters to check for monsters near the ship when deciding whether to play fast departure music.
# Setting type: Single
# Default value: 65
MonsterNearbyDistance = 65
[Ship Speaker]
## Whether to play situational soundtracks (landing, departures, timeout) through the physical ship speaker inside the cabin.
# Setting type: Boolean
# Default value: true
PlayEventsThroughShipSpeaker = true
## Spatial blend for ship speaker audio (0.0 = pure 2D everywhere, 1.0 = fully 3D from ship speaker).
# Setting type: Single
# Default value: 0.85
ShipSpeakerSpatialBlend = 0.85
## Minimum distance in meters for full volume from the ship speaker.
# Setting type: Single
# Default value: 5
ShipSpeakerMinDistance = 5
## Maximum distance in meters before ship speaker audio rolls off.
# Setting type: Single
# Default value: 95
ShipSpeakerMaxDistance = 95
[Volume]
## Master volume multiplier for all V0idSounds audio (0.0 to 1.0).
# Setting type: Single
# Default value: 1
MasterVolume = 1.0
## Volume for 'User joined your channel' sound.
# Setting type: Single
# Default value: 0.8
JoinSoundVolume = 0.8
## Volume for 'User left your channel' sound.
# Setting type: Single
# Default value: 0.8
LeaveSoundVolume = 0.8
## Volume for 'arrive_normal*' landing soundtrack.
# Setting type: Single
# Default value: 0.8
ArriveNormalVolume = 0.8
## Volume for 'arrive_chill*' Company landing soundtrack.
# Setting type: Single
# Default value: 0.8
ArriveChillVolume = 0.8
## Volume for 'leave_sad*' squad wiped departure soundtrack.
# Setting type: Single
# Default value: 0.8
LeaveSadVolume = 0.8
## Volume for 'leave_fast*' emergency/monsters departure soundtrack.
# Setting type: Single
# Default value: 0.8
LeaveFastVolume = 0.8
## Volume for 'leave_chill*' Company departure soundtrack.
# Setting type: Single
# Default value: 0.8
LeaveChillVolume = 0.8
## Volume for 'toolate*' midnight departure soundtrack.
# Setting type: Single
# Default value: 0.8
TooLateVolume = 0.8
Custom Sounds
To add or replace sounds:
- Navigate to
BepInEx/plugins/V0idSounds/Audio/. - Add any
.mp3,.wav, or.oggfiles matching the prefix:arrive_normal*arrive_chill*leave_fast*leave_sad*leave_chill*toolate*user_joined*user_left*
- The mod will automatically load all files and deterministically synchronize random selection across players!
Installation
With r2modman / Thunderstore Mod Manager
- Install BepInExPack.
- Download or import
V0idSounds. - Launch game through the mod manager!
Manual Installation
- Ensure BepInEx 5 is installed in your Lethal Company directory.
- Extract the
V0idSoundsfolder intoLethal Company/BepInEx/plugins/:Lethal Company/ └── BepInEx/ └── plugins/ └── V0idSounds/ ├── V0idSounds.dll └── Audio/ ├── arrive_chill.mp3 ├── arrive_chill2.mp3 ├── arrive_normal.mp3 ├── arrive_normal2.mp3 ├── leave_chill.mp3 ├── leave_chill2.mp3 ├── leave_fast.mp3 ├── leave_fast2.mp3 ├── leave_sad.mp3 ├── leave_sad2.mp3 ├── toolate.mp3 ├── user_joined.wav └── user_left.wav - Start the game!