debit_card_debit-VariousAudioTweaks icon

VariousAudioTweaks

Miscellaneous changes to some sounds that improve my experience playing the game. Configurable!! (can individually disable each change)

Last updated 7 hours ago
Total downloads 12
Total rating 0 
Categories Misc Audio Client-side Asset Replacements Tweaks & Quality Of Life
Dependency string debit_card_debit-VariousAudioTweaks-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305
loaforc-loaforcsSoundAPI-2.0.12 icon
loaforc-loaforcsSoundAPI

A general use library to replace sounds in Unity games.

Preferred version: 2.0.12
loaforc-loaforcsSoundAPI_LethalCompany-1.0.2 icon
loaforc-loaforcsSoundAPI_LethalCompany

LethalCompany bindings for loaforcsSoundAPI (v2)

Preferred version: 1.0.2
2006HondaOdysseyWithXMRadio-BaseNutcrackerMusicFix-1.0.0 icon
2006HondaOdysseyWithXMRadio-BaseNutcrackerMusicFix

Base plugin for mods that change the Nutcracker's song

Preferred version: 1.0.0
ButteryStancakes-EnemySoundFixes-1.9.13 icon
ButteryStancakes-EnemySoundFixes

Fixes numerous issues with missing sound effects, or SFX playing when they shouldn't.

Preferred version: 1.9.13

README


So basically

This is a compilation of a bunch of local sound replacements i've had in my profile for a while, that i might as well upload to make it easier to share. A lot of these are things i consider "fixes" or new takes on existing audio, restoring unused versions of certain sounds, adjusting volume levels of things i found to be too loud/quiet, changing things that particularly bothered me, and other random additions that are fun to me.

I've gone ahead and disabled most of the wackier or immersion-breaking ones by default, in hopes of a good "out of the box experience".

also, despite this being a personal collection of tweaks, i am always open to feedback or suggestions (like if some of these defaults SUCK or you want me to mute/change some sound in another mod) in the modding discord.

Changes made

Music

  • End of day stats music from v80 is now loud enough to actually be heard
  • BoomboxMusic1 and BoomboxMusic4 now loop seamlessly
  • BoomboxMusic2 has a 50% chance to play the bare-bones variation from v9 (i removed the discord ping sound)
  • BoomboxMusic5 uses its officially extended version
  • Disco ball music is -8db quieter
  • Eclipse ambience is replaced with "Vast Empty Chasm"
  • On Experimentation & Assurance, the mineshaft elevator will use ElevatorJingle3 (with an altered version for travelling upwards due to it normally not having a proper ending in the song). The reason for it being on these specific moons is because they are some of the rarest & most fun mineshaft moons in my opinion. Also 3 is the only halloween elevator jingle i like

(Disabled by default)

Noises

  • HeadExplodeSecondarySFX has been completely redone by me, because i didn't like how it just sounded like shoes tapping on the floor originally.
  • The maneater now has its own "Squeak" sound when falling backwards & crying. In vanilla it reuses the Squeak1 audio that normally comes from baboon hawks, so it sounded very out of place.
  • If using SellMyScrap, the Mic audio lines that play via the ship's speaker will use their versions from v9 (with some bass / parts of the sound filter missing).
  • Secure doors opening & closing use a very fitting sound from The Upturned
  • Moving the plushie pajama man around the ship will make his stomping sound from The Upturned
  • Cruiser attaching to the ship's magnet will have a unique collision sound
  • Teleporter buttons now use the "cruiser dashboard button" SFX, i think it fits because its like a big rubber looking button similar to the elevator & cruiser ones
  • Loud-ass ambient noise StrangeNoise3_0 is replaced with "Undergoing", a sound from Welcome To The Dark Place (i don't know the context of it in that game but i like how spooky it sounds)
  • CarHoodOpen (the one for the mansion's garage car) has less silence between the first and 2nd half of the sound
  • Critical injury (not the sustained version from v80) will have a 20% chance to played the "WithCrack" variation from v80 instead
  • The blizzard ambience will sound how it did in v9 on Rend specifically
  • Turning off a walkie-talkie will beep once instead of twice
  • The flashlight's flickering audio (caused by Ghost girl) is reverted to how it sounded pre-v80
  • Cruiser's eject noise doesn't have the beeping anymore; has a 50/50 chance to play one of the spring sounds from The Upturned
  • Ambient noise Creak3, which i assume to be a landmine fakeout, sounds more like a landmine now. (I believe the original sound was made using a very early version of the landmine beep so to me it felt outdated)
  • Ambient noise Random2, which is a "door opening" fakeout, now uses the new factory door sounds. (i also made versions for other interiors' doors but i don't know how to get the LethalCompany:dungeon:name condition to work so i can't actually use them yet. I'll add them in if i can figure it out)
  • DropJug has a 10% chance to play the old sound from before v50.
  • The "bullet ricochet" sound that plays when shooting a shotgun (which, in vanilla is just the sound for dropping Ammo), is muted. because it sounded bad enough that i thought it was a bug for the longest time.
  • Moving around either teleporter in the ship will have an additional, subtle spinning sound as if it had been shaken while being carried
  • Dropping player bodies in certain scenarios will now randomize between the 3 BodyCollision sounds instead of only using the 2nd one
  • Backwater Gunkfish has a 5% chance to play its unused version of the "Flopping" audio with vocals.
  • Reverted the Gravel2 footstep sound to how it was before v80, because the new one actually bothers me so much.
  • The ship's break-in alarm (when the sapsucker forces open its doors) is now more audible, and plays like 1.5x longer.
  • Spraying a can of spray paint is -8db quieter (and shaking the can is -6db quieter)
  • Turret gunfire is -8db quieter

(Disabled by default)

  • The total value counter of scanning items uses a similar sound from The Upturned
  • Pulling apparatus makes the jingle for collecting a power plug from The Upturned
  • Old birds are overall about -8db quieter, and their missile-firing audio now uses some rocket launching sounds from The Binding of Isaac: Repentance.
  • Cruiser collision sounds for hitting an entity use some heavy hit sounds from Super Smash Bros. Ultimate

Wesley

Click to expand the Wesley Section

General / Moon events

  • The scripted frost leviathans on Polarus will now be silenced (not including the one that can actually kill you in the back area)
  • Muted the audio of flies buzzing next to your ears in the Greenhouse interior
  • The splash from exiting the interior on Atlantica is -5db quieter

(Disabled by default)

  • Toy store's cake room music is replaced with "Sicarus"
  • Muted Thalasso's extremely loud ocean noise (as well as the "spike splashes") upon landing at the moon
  • the "rewind" effect that happens upon leaving Atlantica
  • Infernis's leave event involving the volcano erupting
  • Option to mute Infernis's music
  • Option to mute the music that plays in the art gallery interior or in Galetry

Items

  • Boulder / Gold boulder are -5db quieter
  • Banana is -3db quieter
  • Concrete items are -5db quieter
  • Beanie's action figure will no longer play his voice clips

Ememies

  • Arachnoheads are quieter

Hazards

  • Mortars are about -8db quieter
  • Lecaro's stalagmites are quieter

Monster Plushies

  • Muted all of the "far" versions of squeezing plushies, because A) they are so inconsequential that i didn't know they existed until now & B) i really don't care enough to make far versions of anything i change in this mod
  • Squeezing a spider plush will play the StunSpider sound instead of a fucking minecraft spider
  • Squeezing a hoarding bug plush randomizes between 2 parts of HoarderBugCry. Because i heavily dislike hearing the "yippee" sound in-game.
  • Grabbing & dropping any plushies will now use my Zed Dog sounds from UniqueItemSounds, because i honestly just never want to hear that default squeaking sound from the base mod ever again.

ScanVan

(Disabled by default)

  • Muted the "high tone alerts" that constantly play when you leave the keys in the ignition or something

Locker (the enemy)

  • Lowered all of its sounds by -12db, because HOLY FUCK THEY ARE SO LOUD! i don't care that the mod has a volume config setting, it should not be that loud by default

Pikmoons_Scrap

  • Shortened the grab sound of both Raw materials & Gold nugget
  • Muted the ambience that comes from the Gold nugget
  • Muted the grab sound of Pikmin 2's Exploration Kit treasures (the upgrade items)

Optional (non-clientside) dependencies

OpenTheNoorForkedv73 - i was fucking stunned to find out that this isn't client-side, like LITERALLY WHY. anyways, i wouldn't expect your modpack to already have this so tough luck unless you're making a modpack from the ground up with this sound replacement in mind.

  • Pressing E on a locked door will play 1 of 3 "Lock rattling" sounds.

Credits

Audio used to make the new ExplodeHeadSecondarySFX came from a combination of these sounds:

Audio used for the 3 LockRattle sounds was taken from:

Audio used for the "Cruiser attaching to ship magnet" sound was from: