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debit_card_debit-VariousAudioTweaks-1.0.7 icon

VariousAudioTweaks

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

Date uploaded a week ago
Version 1.0.7
Download link debit_card_debit-VariousAudioTweaks-1.0.7.zip
Downloads 377
Dependency string debit_card_debit-VariousAudioTweaks-1.0.7

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-2.0.13 icon
loaforc-loaforcsSoundAPI

A general use library to replace sounds in Unity games.

Preferred version: 2.0.13
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-1.9.20 icon
ButteryStancakes-EnemySoundFixes

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

Preferred version: 1.9.20

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", 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 in the modding discord if you feel inclined to do so.

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 heard on snow moons will sound how it did in v9
  • 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 & doors slamming open are -8db quieter
  • Spike traps slamming down are -6db quieter
  • Snare fleas dropping from the ceiling have a 30% chance to instead play the unused, lower-pitch version of their sound
  • Brackens being spotted will use their audio from v4 (Specifically on Experimentation, Assurance, Vow, and Sunset1 by MrSaltedBeef)
  • The loud horn is a bit quieter, and will also be muted while the ship is in orbit.

(Disabled by default)

  • A lot of random ambient noises that play indoors can be muted. (Unfinished - at some point this will include all random indoor sfx)
  • Walking on the ship uses the old aluminum footstep sounds from v4
  • 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
  • Pinging a radar booster will play audio of Honee saying "Good!"
  • Taking damage plays a sound from Mesmalie
  • A popped jester plays "Plasma" as chase music

Wesley

Click to expand the Wesley Section (Most of these haven't been tested for Obscurity yet, they may not function properly)

General / Moon events

  • Lowered the volume of Oldred's outdoor & indoor ambience
  • 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
  • Muted the "rewind" effect that happens upon leaving Atlantica
  • Muted 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
  • Metal detector will make actual beeping sounds when left clicking instead of the normal joke voice clips

Ememies

  • Arachnoheads are quieter

Hazards

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

ShipWindows

  • Overhauled all audio for the shutter lever and the ship windows opening & closing. I highly recommend having Wesley's shutter voice lines enabled in that mod's config, because I replace those with proper window opening/closing audio.

Monster Plushies

  • Muted all of the "far" versions of squeezing plushies, because I don't think you'd ever notice it & I also didn't want to make my own far versions for this :P
  • Squeezing a spider plush will play the StunSpider sound instead of a minecraft spider
  • Squeezing a hoarding bug plush randomizes between 2 parts of HoarderBugCry, because i dislike hearing the "yippee" sound in-game.
  • Grabbing & dropping any plushies will now use my Zed Dog sounds from UniqueItemSounds

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 they are extremely 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)

Boom Scraps

  • Silenced 13 of Gibson's voice lines
  • Muted the random FNAF sounds that come from the Weird Tool

Optional (non-clientside) dependencies

OpenTheNoorForkedv73 - i was surprised to find out that this isn't client-side, it really seems like the kinda mod that would be... 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. This should work in modded interiors as well.

  • 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:

Audio used for the 3 LockRattle sounds was taken from:

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

Metal detector beeping audio came from:

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


CHANGELOG

1.0.8

  • Removed MutedHighToneAlert for the scanvan
  • Removed SSBU_Cruiser
  • The setting for making the Locker quieter now does so by -8db instead of -12db, after playing with it more I realized it was a little too quiet.
  • Added UniqueButlerHitSFX, which changes its hit SFX to sound more like hitting a big balloon.
  • Added SporeLizardHitSFX, which changes its hit SFX to an unused(?) audio that hopefully conveys better that it isn't taking damage.

1.0.7

  • MagnetizedMagnet now also works for the ScanVan
  • SelectivelyOldBracken now also applies on Sunset1 by MrSaltedBeef
  • Added LoudHornMutedInOrbit, which will prevent the horn being spammed while waiting between moons. I also lowered the normal horn audio's volume.

1.0.6

  • Merged the config options for Pikmoons_Scrap into one

  • Renamed a few modded config options to start with z_ to appear at the bottom of the list, which I guess is the start of me trying to organize things here better. Not gonna do everything all at once, but my initial thought is I'll have all modded options at the bottom to prioritize the options for vanilla.

  • Renamed Fun category to zz_Fun so it shows all the way at the bottom of the list. I can't imagine very many people besides me use this category, so might as well.

  • Moved UpturnedApparatus into the Fun category

  • I don't know if my OpenTheNoor replacements worked in modded interiors, but if it didn't before it probably will now.

  • (Disabled by default) Added MuteIndoorRandomSFX, an experimental option that will eventually mute every random ambient noise that plays in the interiors. It's experimental because I haven't finished it yet, but a good chunk of them are in there now. I plan on also making separate options for random ambient noises that play outdoors as well as on the ship / in orbit.

  • Added a 30% chance for the snare flea's attacking sound to instead play its unused, lower-pitch version

ShipWindows

Replaced all audio (window shutters opening/closing, flipping the shutter lever up/down, and moving the shutter lever on the ship), with more unique audio I put together using various freesound clips. Sources in README credits.

1.0.5

  • Changed my Old Bird config options to be true by default
  • Added OldredQuieterAmbience
  • Removed MutedFrostLeviathans for now (would have probably removed some others but i didnt have time to test them out)

1.0.4

Fixes

  • Hopefully fixed the Undergoing ambient noise
  • Renamed a few config options under the Fun category, to better separate the silly options from the ones that I think are actual improvements. They're all disabled by default, so you won't have to change anything in your config unless you had any of them enabled previously.

The options now located in the Fun category are: SSBU_Cruiser, HoneeRadarBooster, NutcrackerMusic, and CakeRoomTheme.

Changes / Additions

  • Made the old aluminum footstep sounds from v4 play ONLY while walking on the ship. All other instances of aluminum footsteps in the game are unchanged.
  • (Imperium) Changed the UI audio (for opening Imperium's menu & clicking options) to some nice sounds from Super Paper Mario
  • Door slams (like when a thumper busts open a closed door) are now -8db quieter
  • Spike traps slamming are -6db quieter
  • (Wesley/Junic) The metal detector will make actual beeping sounds instead of silly voice clips
  • (Wesley/Infernis) The flintlock will make the shotgun's empty audio instead of silly voice clips
  • (Boom Scraps) Muted 13 of Gibson's voice lines
  • (Boom Scraps) Muted the Weird Tool's ambient FNAF noises

Fun

  • (Disabled by default) Added JesterChaseMusic. When enabled, an active jester will play "Plasma" by RENREN.
  • (Disabled by default) Added MesmalieDamageSound, which replaces the sound for taking damage with one from the game Mesmalie

1.0.3

  • Added HoneeRadarBooster (Disabled by default). When enabled, pinging a radar booster will be Honee saying "Good!" instead of the default "Hello".
  • Lowered volume of v9Blizzard by -4db.
  • reworded a couple parts of the readme to feel less angry towards some of the original sounds i wanted to change, it didn't feel right to keep it that way forever.

1.0.2

  • Renamed OldBracken config to SelectivelyOldBracken
  • Old blizzard audio will now replace on every snow moon instead of just Rend (and renamed its config to OldBlizzard)

Added config options for:

  • Reverting the flashlight flicker to v73- (On by default)
  • Chance to revert the critical injury sound to v73- (On by default)
  • Shortening the sound for turning off a walkie talkie (On by default)
  • 'Undergoing' being a replacement for that one super loud ambient noise (On by default)
  • Reverting that one footstep sound to pre-v80 (On by default)
  • Muting the bullet ricochet sound (On by default)
  • Chance to revert DropJug to pre-v50 (On by default)

1.0.1

  • Fixed cruiser magnetization sounds having extra audio at the end, because i didn't export it right initially
  • Fixed LockRattle sounds not replacing OpenTheNoor all the time
  • QuieterTurrets now also lowers the volume of the far version of turret gunfire

1.0.0

Release.