VariousAudioTweaks
Miscellaneous changes to some sounds that improve my experience playing the game. Configurable too!! (can individually disable each change)
About this mod Author’s original text
So basically
This is a compilation of a bunch of local sound replacements i've had in my profile for a while that i might as well upload to make it easier to share. A lot of these are things i consider "fixes", new takes on existing audio, restoring unused versions of certain sounds, adjusting volume levels of things i found to be too loud/quiet, changing things that particularly bothered me, and other random additions that are fun to me.
I've gone ahead and disabled most of the wackier or immersion-breaking ones by default, in hopes of a good "out of the box experience".
also, despite this being a personal collection of tweaks, i am always open to feedback or suggestions in the modding discord if you feel inclined to do so.
Changes made
Music
- End of day stats music from v80 is now loud enough to actually be heard
- BoomboxMusic1 and BoomboxMusic4 now loop seamlessly
- BoomboxMusic2 has a 50% chance to play the bare-bones variation from v9 (i removed the discord ping sound)
- BoomboxMusic5 uses its officially extended version
- Disco ball music is -8db quieter
- Eclipse ambience is replaced with "Vast Empty Chasm"
- On Experimentation & Assurance, the mineshaft elevator will use ElevatorJingle3 (with an altered version for travelling upwards due to it normally not having a proper ending in the song). The reason for it being on these specific moons is because they are some of the rarest & most fun mineshaft moons in my opinion. Also 3 is the only halloween elevator jingle i like
(Disabled by default)
- Menu music is replaced with "Spinning Out Of Orbit" (or, if the MysteriousHarbingers mod is installed it'll instead be "Water Vellumental Shrine", as a way to basically limit this to appearing when i play Purple's Arduous modpacks)
- Nutcracker music is replaced with "Mini game 2"
Noises
- HeadExplodeSecondarySFX has been completely redone by me, because i didn't like how it just sounded like shoes tapping on the floor originally.
- The maneater now has its own "Squeak" sound when falling backwards & crying. In vanilla it reuses the Squeak1 audio that normally comes from baboon hawks, so it sounded very out of place.
- If using SellMyScrap, the Mic audio lines that play via the ship's speaker will use their versions from v9 (with some bass / parts of the sound filter missing).
- Butlers have a unique sound for hitting them instead of HitWood
- Spore Lizards have a different sound for hitting them, to convey better that they can't take damage
- Secure doors opening & closing use a very fitting sound from The Upturned
- Moving the plushie pajama man around the ship will make his stomping sound from The Upturned
- Cruiser attaching to the ship's magnet will have a unique collision sound
- Teleporter buttons now use the "cruiser dashboard button" SFX, i think it fits because its like a big rubber looking button similar to the elevator & cruiser ones
- Loud-ass ambient noise StrangeNoise3_0 is replaced with "Undergoing", a sound from Welcome To The Dark Place (i don't know the context of it in that game but i like how spooky it sounds)
- CarHoodOpen (the one for the mansion's garage car) has less silence between the first and 2nd half of the sound
- Critical injury (not the sustained version from v80) will have a 20% chance to played the "WithCrack" variation from v80 instead
- The blizzard ambience heard on snow moons will sound how it did in v9
- Turning off a walkie-talkie will beep once instead of twice
- The flashlight's flickering audio (caused by Ghost girl) is reverted to how it sounded pre-v80
- Cruiser's eject noise doesn't have the beeping anymore; has a 50/50 chance to play one of the spring sounds from The Upturned
- Ambient noise Creak3, which i assume to be a landmine fakeout, sounds more like a landmine now. (I believe the original sound was made using a very early version of the landmine beep so to me it felt outdated)
- Ambient noise Random2, which is a "door opening" fakeout, now uses the new factory door sounds
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: