Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
MonsterSounds
Plays your own audio files (mp3/wav/ogg) from any monster as it walks, matched by name in a simple config file.
| Last updated | 2 weeks ago |
| Total downloads | 2346 |
| Total rating | 2 |
| Categories | Mods Audio Monsters Client-side AI Generated |
| Dependency string | Maxehmum-MonsterSounds-1.2.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
MonsterSounds
Plays audio files (mp3/wav/ogg/aiff) from any monster as it walks, matched by name. Ships with sounds for the Clown, Upscream, Rugrat, Spewer, Loom, Robe, Mentalist, Gambit, Oogly, and Chef (who shuffles through a set of three), all enabled out of the box.
Add your own by dropping audio into the sounds/ folder and adding a line to
sounds/monsters.txt, which documents the format at the top of the file. No
rebuild needed. A monster can have one sound, or several separated by commas
(chef-1.mp3, chef-2.mp3, chef-3.mp3, or just chef-*.mp3), in which case
each play picks one at random.
Every monster gets an on/off switch in BepInEx/config/MonsterSounds.cfg
under [Monsters], so you can silence one and let the game's own sounds
play instead, from any config editor and without touching monsters.txt.
Enabled under [General] turns them all off at once. Changes apply
immediately, even mid-game.
Requires BepInEx.
Not host only. Anyone who wants to hear the sounds installs it. Sounds are local, so host, guests, and singleplayer all work.
Install by copying the whole MonsterSounds/ folder, DLL plus its sounds/
subfolder, into BepInEx/plugins/. General settings live in
BepInEx/config/MonsterSounds.cfg, written on first run.
Made by Maxwell White, open to new projects.