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Maxehmum-MonsterSounds-1.2.0 icon

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-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

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.cfg under [Monsters], plus a master Enabled switch 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.mp3 or chef-*.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. Update monsters.txt if 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 and monsters.txt are now found in sounds/ or next to the DLL, and the release zip nests the plugin under plugins/ 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, and crying-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.