Purp-PeakSoundtrackRemastered icon

PeakSoundtrackRemastered

Give your climb a new soundtrack, with music for dust devils, ghost encounters, Nadir, the Citadel, the summit, and more. Smooth fades follow the action. Only you need the mod to hear it.

By Purp
Last updated 7 minutes ago
Total downloads 21
Total rating 0 
Categories Mods Misc Audio Client Side Afflictions
Dependency string Purp-PeakSoundtrackRemastered-0.1.5
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_PEAK-5.4.75301 icon
BepInEx-BepInExPack_PEAK

BepInEx pack for PEAK. Preconfigured and ready to use.

Preferred version: 5.4.75301

README

PEAKsoundtrack remastered 0.1.5

Local-only BepInEx soundtrack mod for PEAK. Only the listener needs it. Works by observing vanilla events and playing local audio; no other player hears these tracks through the mod, and no custom Photon messages are sent.

Dust-devil testing

Press 6 (top row or numpad) while hosting a round in Mesa to spawn one dust devil. This calls the game's normal TornadoSpawner, including its vanilla network spawn and initialization. Everyone in the lobby can see and interact with it without installing this mod. It is a real vanilla hazard, not a cosmetic preview. The music remains local to you.

The test does not work as a non-host, outside Mesa, while dead/unconscious, or with menus/item wheels open. It uses existing Mesa spawn points, so the dust devil may appear farther away. If the map has no active valid spawner, an on-screen message explains why nothing spawned. The key has a one-second debounce; it does not change the natural spawn timer or override disabled spawners. The test bind remains available if you disable the soundtrack in its configuration.

Music

Trigger Track Starting point Ending
Your scout is caught inside any vanilla dust devil, in any biome THE WORLD REVOLVING 0:00 Loops while you are captured; fades when released or the dust devil disappears
At the airport Shop 0:00 Loops until leaving the airport
You reach PEAK with another living, connected teammate My Way (2008 Remastered) 3:01 in the file Fades when a flare is lit; otherwise plays to its end once
You reach PEAK as the only living connected scout Lost Girl 0:00 Fades at a flare; otherwise plays once
You enter Nadir Forgive Me (Slowed Down) 0:26 in the file Plays once, then Road of Uncertainty; fades on leaving or beating Nadir
A living ghost appears while you are in Gloom Here I Come 0:00 Loops until the ghost explodes, burns to death, is destroyed, or you leave Gloom

| The Citadel | Final Voyage | 0:00 | Loops; fades when reaching PEAK | | After Forgive Me finishes in Nadir | Road of Uncertainty | 0:00 | Loops; fades when Nadir is beaten or you leave | | Post-Nadir final cutscene | Last Goodbye | 0:00 | Fades into the credits track | | Credits | 14.3 Billion Years | 0:00 | Plays until leaving the ending | | Dead and spectating, after AFTERGLOW finishes | A Terrible Fate | 0:00 | Loops; fades on revival |

The first poll after entering a trigger starts the audio (up to 0.25 seconds), already seeked to the requested offset. The offsets are not waiting periods. With multiple ghosts, the chase music lasts until all living ghosts are gone. Default fade time is 2 seconds. A teammate's synced flare also fades the summit track. Repeated flare updates never restart the summit track.

One main track plays, with a separate outgoing source for fades between tracks. Known vanilla music sources are temporarily muted while replacement music plays, then their previous mute states are restored. Game effects and player voices are untouched. ENTITIES PLUS is optional: its DeathShowing flag delays spectator music until AFTERGLOW and its fade finish. Without it, the normal death camera linger gates spectator music. Installed DeathTunes audio is temporarily muted during the spectator track when QuietVanillaMusic is enabled. Leaving the round stops music. A new round resets the one-shot triggers.

Install and settings

Keep PEAKsoundtrackRemastered.dll and its assets folder together under BepInEx/plugins/PEAKsoundtrackRemastered. Launch the game through Thunderstore.

After first launch, BepInEx/config/local.peaksoundtrackremastered.cfg contains:

  • Enabled: enable/disable replacement music.
  • Volume: 0 to 1 (default 0.65).
  • FadeSeconds: default 2.
  • QuietVanillaMusic: default true; false allows vanilla music to play alongside these tracks.

The diagnostics log beside the DLL records loaded track lengths, local region changes, playback, fades, and errors. Only tracks that load successfully and contain the required seek point are played.

Verification and limits

Compiled against your installed PEAK assemblies. 78 transition/seek/fade tests and 36 game member/hook/field checks passed. All eleven supplied tracks validated as readable PCM WAV files. AudioSource.time is set before Play. Static inspection found no custom RPC, status, microphone or time-scale changes. This is not an in-game or multiplayer playtest; audible balance and live triggers still need checking.

Sources use PEAK's local progress checks, VoidBiome state, Tornado.caughtCharacters, GhostBall.burnHealth/Explode/OnDestroy, and Flare.LightFlare/EnableFlareVisuals. A game update changing those APIs can require a mod update. The source files and build/test scripts are included in the workspace output folder. Audio was supplied by the user for their local installation.

Dust-devil detection reads the vanilla captured-character list and checks your local scout, not distance or nearby tornado counts. It takes priority over biome music anywhere, including outside Mesa. The testing key remains host-only and Mesa-only. Airport detection uses the actual Airport scene, without requiring MapHandler or a multiplayer room; music-routed airport AudioSources are muted while Shop plays.

Summit song choice is latched on arrival. Living teammates anywhere on the mountain count, including unconscious scouts; disconnected players and dead scouts do not. A connected player whose character is still loading conservatively counts as a possible survivor. Solo runs also qualify. Later joins, revivals, or deaths do not change the selected song during that summit visit.

0.1.5 event cues

  • Let Me Know plays once after one continuous second of descending at least 5 m/s, before landing. Grounding, climbing, water, carrying, and warping reset the detector. Ordinary hops and single lagged frames do not trigger it. It also plays for your Scoutmaster-calling bugle action. Repeated triggers cannot stack the sound.
  • The Forbidden Archives plays once when the vanilla fog, gloom, or lava rising alert fires. Duplicate alerts within five seconds are ignored.
  • Run, Rabbit Run! loops when an active Scoutmaster targets you within 50 metres (the range used by its visibility effect), and fades when that encounter ends. Its presence in the scene alone does not trigger the track.
  • Chase music takes priority over warnings, which take priority over biome music. Interrupted music resumes from its saved position. Death clears warnings and the meme sound so AFTERGLOW remains clear; ending scenes retain priority. Audio remains local; teammates do not need this mod.

Validation: compiled against installed PEAK assemblies; 145 rule/fall checks and installed-game hook/member verification. Actual in-game audio playback still requires testing.