ModAudio
Replace game audio with your own mixtape.
模組介紹 作者原文
ModAudio
Replace game audio with your own mixtape.
You can use this mod to make audio pack mods, or to just replace audio on a whim.
Currently,.ogg,.mp3 and.wav formats are supported, although.ogg and.mp3 are preferred due to reduced file size.
You can also write custom scripting behaviour with embedded Lua, allowing you to implement dynamic music (currently an experimental feature).
Current version compatibility:
- Atlyss 102025.a1
How to use
ModAudio loads custom audio and routing information from any custom mods you have in the plugins folder (BepInEx/plugins/YourTeam-YourModName/audio).
It uses a combination of audio files and the __routes.txt configuration file located in the audio folder of a mod.
It also loads custom audio from its own config folder (BepInEx/config/Marioalexsan.ModAudio_UserAudioPack/audio).
You can place your custom audio in here if you don't want to make a standalone mod. The folder is normally created when you load the mod for the first time.
For each audio pack loaded, there is also an option to enable or disable that pack in EasySettings's Mods menu, or in the mod's configuration under BepInEx/config/Marioalexsan.ModAudio.cfg.
Where is this audio folder located???
When using r2modman, you can find BepInEx in your profile folder for ATLYSS ("Settings" button, "Browse profile folder"). For example: C:\Users\USERNAME\AppData\Roaming\r2modmanPlus-local\ATLYSS\profiles\Default.
If you've installed BepInEx manually, then go to Steam's ATLYSS install path. For example: C:\Program Files (x86)\Steam\steamapps\common\ATLYSS.
From the r2modman profile or the Steam install, navigate to your downloaded audio pack's BepInEx/plugins/AUDIOPACKNAME/audio folder.
For custom user packs, you can use the BepInEx/config/Marioalexsan.ModAudio_UserAudioPack/audio folder.
Audio mod example
Note: There are already plenty of audio mods created that use ModAudio. If something in here is confusing, you can do "Manual download" for those audio mods to take a look at how they package their assets.
You can also use the following templates as examples:
- Template Mod by RockOn, that shows you how to use the basic route format
- ModAudioTemplate on GitHub, that shows you the full format available
Basic audio pack format (v1.1.0)
Here's an example of a simple audio pack that replaces in-game audio using the basic format:
mod folder structure under BepInEx/plugins
ModFolder
|- audio
|- __routes.txt
|- _mu_flyby.mp3
|- darkest_dungeon_combat.mp3
|- risk_of_rain_2_boss.wav
|- team_fortress_2_loadout.ogg
|- cod_hitsound_01.mp3
|- cod_hitsound_02.mp3
|- cod_hitsound_03.mp3
__routes.txt file contents
Anything after a hashtag is a comment, and will be ignored
Also, you can end a line with a backslash (\) to continue your route definition on the next line
Musicss
_mu_wonton5 = darkest_dungeon_combat
_mu_ekca = risk_of_rain_2_boss
_mu_selee = team_fortress_2_loadout
Hit sounds
weaponHit_Normal(average) = cod_hitsound_01
weaponHit_Normal(average) = cod_hitsound_02 / 0.5
weaponHit_Normal(average) = cod_hitsound_03 / 0.5
weaponHit_Normal(average) = ___default___ / 2
This audio mod will do the following:
- play _mu_flyby.mp3 instead of _mu_flyby (main menu music) - implicitly because the file name matches the clip
- play darkest_dungeon_combat.mp3 instead of _mu_wonton5 (Grove combat)
- play risk_of_rain_2_boss.wav instead of _mu_ekca (Grove boss music)
- play team_fortress_2_loadout.ogg instead of _mu_selee (Character selection music)
- play one of cod_hitsound_01.mp3, cod_hitsound_02.mp3 or cod_hitsound_03.mp3 for Normal type average weapon hits
- the total weight for this is 1 (implicit) + 0.5 + 0.5 + 2 = 4
- cod_hitsound_01.mp3 will play with a 1 / 4 * 100% = 25% chance
- cod_hitsound_02.mp3 will play with a 0.5 / 5 * 100% = 12.5% chance
- cod_hitsound_03.mp3 will play with a 0.5 / 5 * 100% = 12.5% chance
- the original, unmodified sound clip will play with a 2 / 4 * 100%
安裝與使用 安裝:按包內說明操作
- 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
- 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
- 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
- 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。
不同模組的安裝位置差異較大,包內說明是最可靠的依據。
下面這些內容需要先安裝,否則該模組不會生效: