PeakReactionAudio
Custom reaction sounds for player events, mixed into PEAK voice chat.
| Last updated | 2 hours ago |
| Total downloads | 4 |
| Total rating | 0 |
| Categories | Misc Audio Client Side Mods |
| Dependency string | lllei-PeakReactionAudio-0.1.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_PEAK
BepInEx pack for PEAK. Preconfigured and ready to use.
Preferred version: 5.4.75301README
PeakReactionAudio
English
PeakReactionAudio plays custom reaction sounds for player events in PEAK and mixes them into the game's voice chat. Only the player using the mod needs to install it; teammates receive the sounds through normal voice chat.
Features
- Event reactions: Play sounds before passing out, while helping or being helped, during falls, after hard landings, when waking up, and when revived after death.
- Custom sound folders: Add WAV, Ogg Vorbis, or MP3 files for each event. Multiple files are selected randomly without immediate repeats.
- Voice mixing: Keep talking while sounds play. In push-to-talk mode, sounds can play without holding the voice key, with microphone audio blocked while the key is released.
Installation
Install with Thunderstore Mod Manager or r2modman, or copy the complete plugins/PeakReactionAudio folder into PEAK's BepInEx/plugins directory. PeakReactionAudio requires BepInEx 5.
Keep the event folders directly beside the DLL:
BepInEx/plugins/PeakReactionAudio/
PeakReactionAudio.dll
PrePassOut/
PullPlayer/
BeingPulled/
Falling/
HardLanding/
RegainConsciousness/
Revived/
Reaction sounds
| Folder | Trigger | Included sound |
|---|---|---|
PrePassOut |
Ordinary pass-out progress crosses 50% while still conscious. | Orga: “Don't stop…” / “Good night, Makka Pakka” (random selection) |
PullPlayer |
You begin helping another player with the normal reaching action. | Empty |
BeingPulled |
Another player begins helping you. | Empty |
Falling |
A sustained downward fall. | Tom's scream |
HardLanding |
Landing after sufficient airtime and downward speed. | Empty |
RegainConsciousness |
Waking up from unconsciousness. | Empty |
Revived |
Being revived after death. | Empty |
Place audio files directly inside the corresponding folder. Empty folders stay silent. Restart the game after changing audio files; each clip can be up to 60 seconds long.
Configuration
The config file is generated at BepInEx/config/com.github.lllei.PeakReactionAudio.cfg. Restart the game after editing the file. An example is included as config.example.cfg.
| Key | Default | Description |
|---|---|---|
General.Enabled |
true |
Enables reaction sounds. |
General.MasterVolume |
0.5 |
Effect volume for both local playback and voice chat (0 to 2). |
General.CooldownSeconds |
3 |
Cooldown duration for all events (0 to 300 seconds); each event counts separately. |
General.DebugLogging |
false |
Logs event triggers, skip reasons, and sender counters. |
Event.<Folder>.Enabled |
true |
Enables this event. |
Event.<Folder>.Volume |
1 |
Additional volume multiplier for this event (0 to 2). |
Replace <Folder> with an event folder name, such as Event.PrePassOut.Volume.
Voice behavior
Reaction sounds follow the game's voice volume, distance, mute, and communication rules. Sounds may fade or be cut off after you become fully unconscious. A working microphone and initialized game voice stream are required.
Loud sounds share the voice channel with your speech and can reduce its clarity. Lower General.MasterVolume or the individual event's volume if needed.
Building
Set PEAK_GAME_DIR to a PEAK installation with BepInEx, or copy PeakGameDir.props.example to the gitignored PeakGameDir.props and set the game directory. Tests require .NET 10 SDK.
dotnet build src/PeakReactionAudio/PeakReactionAudio.csproj -c Release
dotnet test tests/PeakReactionAudio.Tests/PeakReactionAudio.Tests.csproj -c Release
powershell -NoProfile -File build/Package.ps1
Normal builds do not write to the game directory. Packaging creates artifacts/lllei-PeakReactionAudio-<version>.zip with the DLL.
中文
PeakReactionAudio 会在 PEAK 的玩家事件发生时播放自定义音频,并混入游戏原版语音。只需使用者安装,队友通过正常的游戏语音接收。
功能
- 事件音频: 支持昏迷预警、拉人、被拉、坠落、重落地、醒来和死亡后被复活。
- 自定义素材: 每个事件有独立文件夹,支持 WAV、Ogg Vorbis 和 MP3。放入多个文件时随机选择,避免紧接着重复同一段。
- 人声混音: 说话时可同时播放音频;按键说话模式下,不按语音键也能发送音频,此时屏蔽麦克风部分。
安装
通过 Thunderstore Mod Manager 或 r2modman 安装,也可以将发布包中完整的 plugins/PeakReactionAudio 文件夹复制到游戏的 BepInEx/plugins 下。需要 BepInEx 5。
七个事件文件夹直接放在 DLL 旁边,目录结构见英文安装部分。
事件与音频
| 文件夹 | 触发时机 | 包内音频 |
|---|---|---|
PrePassOut |
清醒时,普通昏迷进度向上越过 50% | 奥尔加:“所以,不要停下来啊……”/“晚安,玛卡巴卡”(随机播放) |
PullPlayer |
使用普通伸手动作开始帮助队友。 | 留空 |
BeingPulled |
开始接受其他玩家的伸手帮助。 | 留空 |
Falling |
持续向下坠落。 | 汤姆惨叫 |
HardLanding |
滞空时间和下降速度满足条件后的重落地。 | 留空 |
RegainConsciousness |
从普通昏迷恢复清醒。 | 留空 |
Revived |
死亡后被复活。 | 留空 |
将音频直接放进对应文件夹,空文件夹不会播放。每段音频最长 60 秒,修改素材后需要重启游戏。
配置
配置文件生成于 BepInEx/config/com.github.lllei.PeakReactionAudio.cfg,修改文件后重启游戏生效。
| 配置项 | 默认值 | 说明 |
|---|---|---|
General.Enabled |
true |
总开关。 |
General.MasterVolume |
0.5 |
本地与发送端共用的音频总音量,范围 0 到 2。 |
General.CooldownSeconds |
3 |
所有事件使用的冷却时长,范围 0 到 300 秒;各事件分别计时。 |
General.DebugLogging |
false |
记录事件触发、跳过原因和发送计数。 |
Event.<文件夹>.Enabled |
true |
该事件的开关。 |
Event.<文件夹>.Volume |
1 |
该事件的额外音量倍率,范围 0 到 2。 |
例如,Event.PrePassOut.Volume 用于调整昏迷预警音量。
语音说明
音频遵循原版语音的音量、距离、静音和通信规则;完全昏迷后可能衰减或中断。需要可用的麦克风和已初始化的游戏语音流。
音频与说话共用语音通道,过响的素材可能影响人声清晰度,可以调低总音量或对应事件音量。
构建与打包命令见英文部分。