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VariousAudioTweaks
Miscellaneous changes to some sounds that improve my experience playing the game. Configurable too!! (can individually disable each change)
| Date uploaded | a day ago |
| Version | 1.1.0 |
| Download link | debit_card_debit-VariousAudioTweaks-1.1.0.zip |
| Downloads | 28 |
| Dependency string | debit_card_debit-VariousAudioTweaks-1.1.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305loaforc-loaforcsSoundAPI
A general use library to replace sounds in Unity games.
Preferred version: 2.0.13loaforc-loaforcsSoundAPI_LethalCompany
LethalCompany bindings for loaforcsSoundAPI (v2)
Preferred version: 1.0.22006HondaOdysseyWithXMRadio-BaseNutcrackerMusicFix
Base plugin for mods that change the Nutcracker's song
Preferred version: 1.0.0ButteryStancakes-EnemySoundFixes
Fixes numerous issues with missing sound effects, or SFX playing when they shouldn't.
Preferred version: 1.9.20README
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
BoomboxMusic1andBoomboxMusic4now loop seamlesslyBoomboxMusic2has a 50% chance to play the bare-bones variation from v9 (i removed the discord ping sound)BoomboxMusic5uses 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)
- Menu music is replaced with "Spinning Out Of Orbit" (or, if the MysteriousHarbingers mod is installed it'll instead be "Water Vellumental Shrine", as a way to basically limit this to appearing when i play Purple's Arduous modpacks)
- Nutcracker music is replaced with "Mini game 2"
Noises
HeadExplodeSecondarySFXhas 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
Squeak1audio that normally comes from baboon hawks, so it sounded very out of place. - If using SellMyScrap, the
Micaudio lines that play via the ship's speaker will use their versions from v9 (with some bass / parts of the sound filter missing). - Butlers have a unique sound for hitting them instead of
HitWood - Spore Lizards have a different sound for hitting them, to convey better that they can't take damage
- 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_0is 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 theLethalCompany:dungeon:namecondition to work so i can't actually use them yet. I'll add them in if i can figure it out) DropJughas 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
BodyCollisionsounds 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
Gravel2footstep 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.
- Walking on the ship uses the old aluminum footstep sounds from v4
- Old birds are overall about -8db quieter, and their missile-firing audio now uses some rocket launching sounds from The Binding of Isaac: Repentance.
(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)
- 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
- 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
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
- Muted the carnival interior's music IF it generates on Infernis or Filitrios, to prevent overlapping music
(Disabled by default)
- Toy store's cake room music can be replaced with "Sicarus"
- Option to mute Infernis's music
- Option to mute the music that plays in the art gallery interior or in Galetry
- Option to mute the carnival interior's music globally
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
- Flintlock will make 'empty shotgun' 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
- Squeezing a spider plush will play the
StunSpidersound 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
Locker (the enemy)
- Lowered all of its sounds by -8db, 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 / Boom Variants
- Silenced 13 of Gibson's voice lines
- Muted the random FNAF sounds that come from the Weird Tool
- Muted the random sfx that come from the Perfect Masked
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:
- https://freesound.org/people/KVV_Audio/sounds/796506/
- https://freesound.org/people/Duasun/sounds/631895/
- https://freesound.org/people/vincentoliver/sounds/180493/
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:
- https://freesound.org/people/Nathan_Lomeli/sounds/79200/
- https://freesound.org/people/ThabzMalik/sounds/767060/
- https://freesound.org/people/kyles/sounds/451223/
Audio used for the unique butler hit SFX came from:
CHANGELOG
1.1.1
fixed leftover test thing i accidentally left in, if you heard boombox music in the caves then that's why
- Cruiser engine will no longer blast your ears with its engine starting upon entering a save file (Same applies to the ScanVan's engine & electric windows)
- Added options to mute both the Clock and Comedy/Tragedy masks while the ship is in orbit (enabled by default)
1.1.0
NOTICE
I changed almost all the names of each config option, so if you had anything customized before you will likely have to redo it for this version. Sorry! it was just getting pretty cluttered and I wasn't happy with how everything was arranged before. From now on the options relating to vanilla will be at the top, modded ones below that, and the non-serious "Fun" ones at the very bottom.
changes
Quieter_OldBirds&TBoI_RocketLaunchnow work better together and separately - they'll apply more intuitively whether you have one option enabled, or the other, or both at once- (Boom Variants) Muted the random SFX that come from the Perfect Masked
Wesley
Fixed settings that stopped working in Obscurity update, and renamed shit to fit better into the same category.
- Added
MuteMusic_Carnival_Overlapped, which will prevent overlapping songs if you get the carnival interior on either Filitrios or Infernis. - (Disabled by default) Added
MuteMusic_Carnival_Global, for if you just want to get rid of the carnival music entirely. - Removed
MutedExitSplashandMutedLandingLeavingEventsoptions. Might bring these back at a later point after I've properly played the updated wesley moons, but for now i just dont want them to remain as broken or useless options. - Removed
CakeShotgunVariation
1.0.8
- Removed
MutedHighToneAlertfor 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
MagnetizedMagnetnow also works for the ScanVanSelectivelyOldBrackennow 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
Funcategory tozz_Funso 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
UpturnedApparatusinto theFuncategory -
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
MutedFrostLeviathansfor 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
Funcategory, 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
Funcategory are:SSBU_Cruiser,HoneeRadarBooster,NutcrackerMusic, andCakeRoomTheme.
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
v9Blizzardby -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
OldBrackenconfig toSelectivelyOldBracken - 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.