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MonsterSounds
Plays your own audio files (mp3/wav/ogg) from any monster as it walks, matched by name in a simple config file.
| Date uploaded | 3 days ago |
| Version | 1.2.0 |
| Download link | Maxehmum-MonsterSounds-1.2.0.zip |
| Downloads | 29 |
| Dependency string | Maxehmum-MonsterSounds-1.2.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
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.
CHANGELOG
Changelog
1.2.1
- Rebuild of 1.2.0 for resubmission. No functional changes.
1.2.0
- Every monster gets an on/off switch in
MonsterSounds.cfgunder[Monsters], plus a masterEnabledswitch under[General]. Off means that monster keeps the game's own sounds. Switches take effect immediately, including from an in-game config manager.
1.1.0
- A rule can list several sounds (
chef-1.mp3, chef-2.mp3orchef-*.mp3) and each play picks one at random. - New monsters: Chef (shuffles three clips), Gambit, Loom, Mentalist, Oogly, Robe, Spewer.
- All clips leveled to the same loudness, with volumes lowered across the board. The Rugrat is quieter; the Upscream, which was near-silent, is not.
- Sound files renamed after their monster:
clown.mp3,upscream.mp3,rugrat.mp3. Updatemonsters.txtif you edited your own copy.
1.0.1
- Fixed: no sounds played when installed through r2modman or the Thunderstore
Mod Manager. Those managers flatten the
sounds/folder on install, so the clips landed next to the DLL where the mod never looked. Sound files andmonsters.txtare now found insounds/or next to the DLL, and the release zip nests the plugin underplugins/so the folder is preserved. - The clown squeaks a little more often (step distance 1.8m to 1.4m).
1.0.0
- Initial release.
- Ships
clown-squeak.mp3,upscream-flipflops.mp3, andcrying-baby.mp3, with the Clown, Upscream, and Rugrat rules all enabled by default. - A sound is never restarted while it's still playing, so clips longer than a single step run as loops instead of stacking overlapping copies.