You are viewing a potentially older version of this package. View all versions.
XineladaLendaria-ValheimAudioControl-1.0.0 icon

ValheimAudioControl

Client-side audio category and prefab mixer for Valheim.

Date uploaded a week ago
Version 1.0.0
Download link XineladaLendaria-ValheimAudioControl-1.0.0.zip
Downloads 131
Dependency string XineladaLendaria-ValheimAudioControl-1.0.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2333

README

Valheim Audio Control

Client-side Valheim mod. It adds audio controls to the game's native Audio settings.

Features

  • Separate master volumes for environment sounds (including ocean ambience, wildlife, and fire), interface sounds, other unclassified game audio, mobs, players, bosses, weapons, and tools.
  • Mob, player, and boss masters follow the owning character, so attached footsteps, attacks, abilities, equipment changes, and other emitter sounds share the correct category. Player equip and unequip sounds use the player master.
  • The vanilla Volume dos Efeitos / SFX Volume control is hidden and kept at 100% so it cannot override category and prefab settings.
  • A reset button beside every volume slider restores that control to its default (100%).
  • A single scrollbar contains the complete Audio page. The category controls sit together below master volume, followed by the prefab mixer and the remaining vanilla music controls.
  • A per-emitter mixer lists loaded ZSFX prefabs and standalone AudioSource emitters from loaded game and mod registries, with tabs for all emitters, audio categories (including interface and others), and detected modded prefabs. It has accent-insensitive search, a clear button, a scrollbar, and nine rows per page. Search keeps keyboard focus, supports word deletion, and prevents game tab shortcuts while the modal is open. Each row shows the clip duration and a play/stop preview button; its volume is multiplied by the category master. Resetting a tab requires confirmation.
  • Optional audio diagnostics are off by default. When enabled, they log playing scene audio sources with category and effective volume; a second setting can hide sources at 0%.
  • Labels and hover descriptions are translated for all 35 language identifiers supported by Valheim.
  • Jötunn is optional. At startup, the catalog scans Valheim and Jötunn prefab registries and mod audio indexes across frames; late registry notifications trigger an incremental refresh. Live audio created dynamically by mods is registered when it starts playing, and direct sources are monitored once per second. Opening the mixer reuses the session catalog rather than rescanning everything.

Demonstrations

Audio settings

Audio settings with category volume controls

Per-object audio mixer

Per-object mixer with searchable audio object list

Object prefab controls

Audio prefabs assigned to an object, with individual volume and playback controls

Settings

All settings are client-side. Category sliders range from 0% to 100%, and individual object/prefab sliders can reach 200%. Volume controls do not change pitch, reverb, filters, or Valheim's indoor/menu mixer snapshots. Up to 100%, they adjust the emitter's volume; the sample-gain component is enabled only when a setting boosts an emitter above 100%. The Features section in the BepInEx configuration has a switch for the audio mixer. Changing it requires a game restart; Configuration Manager marks it as restart-required, and its description repeats the notice for configuration editors that do not show that status.

The Audio Debug settings are opt-in diagnostic controls and do not scan audio sources while logging is disabled.

Installation

Install with r2modman/Thunderstore, or place AudioLODControl.dll in BepInEx/plugins/ValheimAudioControl/ and start Valheim through BepInEx.

CHANGELOG

Changelog

1.0.0

  • Add master volume controls for environment and ocean ambience, interface sounds, mobs, players, bosses, weapons, and tools.
  • Apply mob, player, and boss masters to sounds attached to the owning character, including footsteps, attacks, abilities, and equipment changes. Player equip and unequip sounds use the player master.
  • Add reset buttons for master, category, music, and individual prefab volume sliders.
  • Add per-emitter audio previews with play/stop controls and a concise clip-duration column.
  • Add a searchable, scrollable, paginated mixer for loaded ZSFX prefabs and standalone AudioSource emitters, with filters for all sounds, audio categories (including interface), and detected modded prefabs.
  • Add keyboard-focused modal search with word deletion and isolation from game tab shortcuts, plus confirmation before resetting a category tab.
  • Add opt-in audio-source diagnostics with category and effective-volume reporting and a filter for sources at 0%.
  • Include loaded Jötunn prefab registrations in the mixer when Jötunn is installed.
  • Classify mob, player, and boss audio from actor ownership and common Valheim actor names, including footsteps, attacks, and abilities.
  • Add localized labels and hover descriptions for all 35 Valheim language identifiers.
  • Show the live owning object name in mixer rows when available, while retaining the prefab name in the tooltip and search.
  • Build the audio catalog during startup from Valheim and Jötunn prefab registries, serialized mod audio fields, and indexed loose audio files; reuse it when opening the mixer and keep runtime registration as a fallback for dynamically created sources.
  • Leave Valheim's indoor/menu audio snapshots and source effects untouched. Apply category and emitter settings through source volume, reserving the sample-gain component for values above 100%.
  • Refresh the README demonstrations with the current audio settings, object mixer, and per-object prefab screens.
  • Add the 256×256 Thunderstore icon and keep demonstration screenshots hosted externally so they are not included in the package archive.