FNAF World Music
Extensive all-music replacement pack using FNaF World's OST. Subregion and combat music with unique dungeon music!
About this mod Author’s original text
FNAF World Music
Replaces all music, adds subregion and combat music, and unique dungeon music. All using FNaF World's OST!
It is worth noting that while FNaF World has a decently sized collection of music that fits neatly into its colourful, RPG world. I made some compromises to reuse tracks to allow for a wider net of music covered. You may hear a lot of repetitive tracks being used as a result, but I'm willing to take feedback on how to improve this!
- Package Info: ~20MB (size on disk varies by file system), 40 files, 2 folders.
- All my ModAudio route files and scripts will be made available at Github under CC BY-NC-SA.
- If you need to contact me, you can use the ATLYSS Modding Central Discord server or my thread in there. I prefer pings over DMs, thanks.
Tracks List
Due to the lack of official uploads but an accurate wiki page, all of these link to the FNaF Fandom wiki. I used "Release" versions.
- Menu Music:
- Game menu = One for the Road#One_for_the_Road)
- Character Selector = One for the Road#One_for_the_Road)
- Character Creator = Emerald Waterfalls#Emerald_Waterfalls)
- Fields & Subregions:
- (Outer) Sanctum (Day) = 8-Bit Travel#8-Bit_Travel)
- (Outer) Sanctum (Night) = Broken 8-Bit#Broken_8-Bit)
- Effold Terrace = 8-Bit Travel 2#8-Bit_Travel_2)
- Arcwood Pass (Day) = 8-Bit Travel#8-Bit_Travel)
- Arcwood Pass (Night) = Broken 8-Bit#Broken_8-Bit)
- Chapel of the Elders = Runnin Lights#Running_Lights)
- Sanctum Catacombs (Overworld) = Ice Dungeon#Ice_Dungeon)
- Crescent Road/Keep (Day) = 8-Bit Travel 2#8-Bit_Travel_2)
- Crescent Road/Keep (Night) = Broken 8-Bit#Broken_8-Bit)
- Crescent Cove = Emerald Waterfalls#Emerald_Waterfalls)
- Crescent Grove (Overworld) = Don't Open the Door#Don't_Open_the_Door)
- Luvora Garden = Emerald Waterfalls#Emerald_Waterfalls)
- Tuul Valley = Blaster Cluster#Blaster_Cluster)
- Tuul Enclave = Boiling Point#Boiling_Point)
- Bularr Fortress = Darkness Ahead#Darkness_Ahead)
- Ammagon's Hut = Runnin Lights#Running_Lights)
- Gate of the Moon = Frozen Time#Frozen_Time)
- Redwoud = Inverse#Inverse)
- Wall of the Stars = Runnin Lights#Running_Lights)
- Trial of the Stars (Day) = Rainbow#Rainbow)
- Trial of the Stars (Night) = Fearless Fighter#Fearless_Fighter)
- Dungeons:
- Sanctum Catacombs Ambient [LV1-6] = Underneath 1#Underneath_1)
- Sanctum Catacombs Ambient [LV6-12] = Underneath 2#Underneath_2)
- Sanctum Catacombs Ambient [LV12-18] = Underneath 3#Underneath_3)
- Sanctum Catacombs Action [General] = The Tower of Majdel Shams#The_Tower_of_Majdel_Shams)
- Crescent Grove Ambient [L15-20] = Darkness Ahead#Darkness_Ahead)
- Crescent Grove Action [L15-20] = Blaster Cluster#Blaster_Cluster)
- Crescent Grove Ambient [LV20-25] = Bending Flame#Bending_Flame)
- Crescent Grove Action [LV20-25] = Boiling Point#Boiling_Point)
- Bosses:
- Slime Diva = Melting Titanium#Melting_Titanium)
- Geistlords = Fear of Pixelation#Fear_of_Pixelation)
- Colossus = Broken Crushed and Destroyed#Broken_Crushed_and_Burned)
- Valdur = Stone Cold#Stone_Cold)
- Galius = Boiling Boss#Boiling_Boss)
- Victory = Victory#Victory)
- Combat (Note that Slime Diva, Geistlord, and Galius music is handled by combat scripts):
- Sanctum Arena = Blaster Cluster#Blaster_Cluster)
- Executioner's Tomb = Black Lava#Black_Lava)
- Regular Combat = Adventure Ahead#Adventure_Ahead) (Special exception for Bularr Fortress)
- Elite/PvP Combat = Snowpiercer#Snowpiercer)
- Redwoud: Regular Combat = Battle Inverse#Battle_Inverse)
Note: Combat music uses a priority structure of Miniboss > PvP > Elite > Regular
Credits & Resources
- Credits
- Scott Cawthon: Creator of the FNaF franchise and developer of FNaF World.
- Leon Riskin: Composer for FNaF World and related projects. Official profile links on Fandom
- Marioalexsan: Developer of ModAudio. Technical help.
- Catman: Developer of Homebrewery. Tracks were optimised to 96KBPs OGG using a FFmpeg script. & How to optimise Audio
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: