AudioPlugin CCM

v1.1.0·Updated 2026-01-25

CCM version of audio plugin for playing ambient and music

About this mod Author’s original text

Audio Plugin (CCM)

This unofficial TaleSpire pluigin provides a Common Customs Menu (CCM) version of audio plugin for playing ambient and music audio.

Install

Use R2ModMan or similar installer to install this asset pack.

This plugins makes use of `Asset Data Plugin` if it is available. However, it is not an actual dependency (and thus not downloaded

automatically) so that the plugin can still work (mostly) without it. For ideal functionality, please download `Asset Data Plugin`

(along with a message distributor like `Chat Service Plugin`).

Usage

  • Open the Common Customs Menu
  • Click on the "Audio" (speaker) icon on the left.
  • Select the desired Ambient or Music group from the list.
  • Click on the desired audio within the list.

Note 1: The groups contain a control group which provides a corresponding stop command.

Note 2: The plugin uses a different speaker for ambient and music allow one ambient and one music to be played at the same time.

Where To Put Audio Files

There are three different structures that can be used for storing audio:

General:

Place desired audio files into any FAP legal location under a `Audio\Ambient and/or Audio\Music` folder. For example:

`[LocalAudio]/CustomData/Audio/Ambient/Toads.mp3`

`[LocalAudio]/CustomData/Audio/Music/WeAreTheChampions.mp3`

The ambient and music will show up under a Ambient and Music header in a General group.

Specific:

Place desired audio files into any FAP legal location under a `Audio\Ambient\GroupName and/or Audio\Music\GroupName` folder

where "GroupName" is the name of the group under which the audio will be found. For example:

`[LocalAudio]/CustomData/Audio/Ambient/Animals/Toads.mp3`

`[LocalAudio]/CustomData/Audio/Music/Victory/WeAreTheChampions.mp3`

The ambient and music will show up under a Ambient and Music header in and the specificd (Animal and Victory) group.

Fine Tuned:

Place desired audio files into any FAP legal location under a `Audio\Ambient\GroupName and/or Audio\Music\GroupName` folder

where "GroupName" is the name of the group under which the audio will be found. For example:

`[LocalAudio]/CustomData/Audio/Ambient/Instrumental/Animals/Toads.mp3`

`[LocalAudio]/CustomData/Audio/Music/Instrumental/Victory/WeAreTheChampions.mp3`

The ambient and music will show up under a Ambient and Music category, under the specified (Instrumental) header, and

the specified (Animal and Victory) group.

Dependencies

The main feature of CCM plugins is that they are designed to be resilient to breaking due to

BR or other changes. For this reason, the CCM version of ANGEL plugin tries to minimize the

number of dependencies on which it relies since each of those could be a future failure point.

However, on the other hand, you don't want to re-invent the wheel for functions that already

exist becuaue then you have multiple places where code does need to be updated if that functionality

even need to be changed.

To address this, ANGEL uses soft dependencies. These soft dependencies use reflection to try

to access the dependency plugin without actually making it a required dependency.

Supported Files

Local Files

`.WAV` = Local Wave Files

`.MP3` = Local MP3 Files

`.OGG` = Local OGG Files

Hosted Files

`.WWW` = Hosted file

Content of the WWW files is a `http or https` direct URL. The URL must be a direct link to one

of the file types listed under Local Files above or a AssetBundle reference (see below).

The Audio Plugin supports read AudioClips from Asset Bundles. To read these files, the WWW file format

needs to be used (even though the asset bundle is local) with a format of:

`AssetBundle:Path/File:AudioClipName`

Since the path needs to be a complete path, the AssetBundle format is usually not used directly, It is

available for use by other plugins which proxy the request though Audio Plugin.

The Audio Plugin also knows how to

`.WWW` =

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. 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.

Dependencies

Install these first, or the mod will not work:

bbepisTaleSpire-BepInExPackbrcoding-SetInjectionFlagPluginLordAshes-LoggingPluginLordAshes-FileAccessPluginLordAshes-CommonCustomsMenuPlugin

File & checksum

Filename
AudioPlugin_CCM-1.1.0.zip
File size
49.2 KiB