FNAF World Music
Extensive all-music replacement pack using FNaF World's OST. Subregion and combat music with unique dungeon music!
| Last updated | 2 days ago |
| Total downloads | 58 |
| Total rating | 2 |
| Categories | Audio |
| Dependency string | ZeinaKC-FNAF_World_Music-1.0.1 |
| Dependants | 1 other package depends on this package |
This mod requires the following mods to function
README
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 RoadCharacter Selector= One for the RoadCharacter Creator= Emerald Waterfalls
- Fields & Subregions:
(Outer) Sanctum (Day)= 8-Bit Travel(Outer) Sanctum (Night)= Broken 8-BitEffold Terrace= 8-Bit Travel 2Arcwood Pass (Day)= 8-Bit TravelArcwood Pass (Night)= Broken 8-BitChapel of the Elders= Runnin LightsSanctum Catacombs (Overworld)= Ice Dungeon
Crescent Road/Keep (Day)= 8-Bit Travel 2Crescent Road/Keep (Night)= Broken 8-BitCrescent Cove= Emerald WaterfallsCrescent Grove (Overworld)= Don't Open the Door
Luvora Garden= Emerald WaterfallsTuul Valley= Blaster ClusterTuul Enclave= Boiling PointBularr Fortress= Darkness AheadAmmagon's Hut= Runnin Lights
Gate of the Moon= Frozen TimeRedwoud= Inverse
Wall of the Stars= Runnin LightsTrial of the Stars (Day)= RainbowTrial of the Stars (Night)= Fearless Fighter
- Dungeons:
Sanctum Catacombs Ambient [LV1-6]= Underneath 1Sanctum Catacombs Ambient [LV6-12]= Underneath 2Sanctum Catacombs Ambient [LV12-18]= Underneath 3Sanctum Catacombs Action [General]= The Tower of Majdel ShamsCrescent Grove Ambient [L15-20]= Darkness AheadCrescent Grove Action [L15-20]= Blaster ClusterCrescent Grove Ambient [LV20-25]= Bending FlameCrescent Grove Action [LV20-25]= Boiling Point
- Bosses:
Slime Diva= Melting TitaniumGeistlords= Fear of PixelationColossus= Broken Crushed and DestroyedValdur= Stone ColdGalius= Boiling BossVictory= Victory
- Combat (Note that Slime Diva, Geistlord, and Galius music is handled by combat scripts):
Sanctum Arena= Blaster ClusterExecutioner's Tomb= Black LavaRegular Combat= Adventure Ahead (Special exception for Bularr Fortress)Elite/PvP Combat= SnowpiercerRedwoud: Regular Combat= 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 FandomMarioalexsan:Developer of ModAudio. Technical help. ThunderstoreCatman:Developer of Homebrewery. Tracks were optimised to 96KBPs OGG using a FFmpeg script. Thunderstore & How to optimise AudioPipeargill:Downmixing was done in Axiom (-36% from V1.0.0) on their suggestion. Thunderstore
Zera:I directly referenced their LUA script file for subregion music from Zera Atlyss Remix and made my own. ThunderstoreTZH:The dungeon difficulty script was directly copied from Deaths Door Audio. Thunderstore
- Resources
- Five Nights at Freddy's Wiki: Soundtrack (FW) (Underneath X was sourced from here.)
- Khinsider: FNaF World
Compatibility
This pack was designed for game version 12026.a3 using ModAudio V4.4.X.
If any major changes are made to the vanilla game, this pack is at risk of having incompatibilities.
Subregion music will play when my routes are playing. If another route is playing, then there won't be subregion music unless they added their own.
Combat music will play when my routes are playing. I am using modaudio_atlyss_map_{map_name}_action so there should be little external conflict.