Among Us
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Date Uploaded
2 weeks ago
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378
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69KB
Dependency string
BdeBruno-DynamicMusicMeetings-1.0.0

DynamicMusicMeetings

Dynamic music during Among Us meetings. The track that plays changes on its own depending on how the game is going: calm if things are fine, tense if it's getting risky, and climax if you're near from losing.

⚠️ You need to provide your own audio files

This mod does not ship with any music. No audio is bundled, on purpose (if you use tracks from the original Danganronpa soundtrack or any other copyrighted music, that's on you to have the rights to use).

Create the folder BepInEx/plugins/DanganronpaVotes/Audio/ (if it doesn't exist yet) and put these 6 files inside, with these exact names:

File When it plays
trial_calm.wav Crewmate, calm tier
trial_tense.wav Crewmate, tense tier
trial_climax.wav Crewmate, climax tier
trial_impostor_calm.wav Impostor, calm tier
trial_impostor_tense.wav Impostor, tense tier
trial_impostor_climax.wav Impostor, climax tier

Audio format: .wav (PCM), 8, 16, or 32-bit, mono or stereo. Any standard sample rate (44100 Hz, 48000 Hz...) works.

If a file is missing, the mod just won't play that particular track (you'll see a warning in the BepInEx log) — everything else keeps working normally.

Features

  • Music per meeting: as soon as a meeting opens, a track starts playing based on the current margin between alive crewmates and alive impostors.
  • Three intensity tiers: Calm, Tense, and Climax, with separate tracks for crewmates and impostors.
  • Fade in / fade out: music fades in smoothly (2s) and fades out smoothly (1s) when the meeting closes — no abrupt cuts.
  • Real crossfade when the tier changes mid-meeting (e.g. someone dies while everyone's discussing): the old track fades down while the new one fades up, no gaps or jumps.
  • "Muffled" effect on voting: the moment you confirm your vote, the music sounds muffled/underwater for the rest of the meeting. If you're a ghost, it sounds like that from the very first second (ghosts can't vote, so there'd be no point waiting for that).
  • First meeting is more forgiving: the very first meeting of the match favors the calm tier, unless the match already went badly before that first meeting even happened (someone already died beforehand).
  • Stops instantly if you leave the game mid-meeting, instead of lingering in the background.

Requirements

  • BepInEx for Among Us (installed automatically if you use a mod manager like the Thunderstore Mod Manager or r2modman).

Notes

  • The intensity calculation is based purely on how many crewmates/impostors are alive relative to each side's starting total; it doesn't depend on the map or game mode.
  • The muffled effect generates a filtered version of each track the first time it's needed, in the background, so it doesn't cause stutters.

Known issues / feedback

If something doesn't sound right, open an issue or message me with the BepInEx log (BepInEx/LogOutput.log) from the match where it happened.

Credits

Developed by BdeBruno. Built on BepInEx, HarmonyLib, and Il2CppInterop.

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