CHANGELOG
-
2.1.2
- Enhanced unique key generation logic for sounds to resolve issues with duplicate sound handling (Now, the key includes both the sound name and percentage to ensure uniqueness)
- Refined sound name parsing in C# to handle cases without percentages
- Debugged and fixed the ListAllSounds method to ensure consistent listing of sounds on subsequent calls, addressing an issue where the list of sounds was not displaying correctly
- Corrected instantiation of TerminalNode objects in Unity, now using
ScriptableObject.CreateInstance<T>()
to avoid errors related to ScriptableObject instantiation - Various small fixes and changes
-
2.1.1
- Forgot to update the LCSoundTools dependency
-
2.1.0
- Added a new config setting to address issues with joining servers: "EnableNetworking" (Whether or not to use the networking built into this plugin. If set to true everyone in the lobby needs CustomSounds to join and also "EnableNetworking" set to true.)
- Added aliases for the
CUSTOMSOUNDS
command and its sub-commands - The bundle asset is now embedded in the DLL
- CustomSounds now supports random sounds via the latest update of LCSoundTools (For example, with 2 files named
JackOLanternHit-25.wav
andJackOLanternHit-75.wav
, there will be 2 possible sounds for one AudioClip with respectively 25% and 75% chances of playing) - You can now also give names to audio clips to better describe what sound they are replacing (For example,
JackOLanternHit-Funny-Laugh.wav
will display as "JackOLanternHit [Funny Laugh]" in the terminal) - Various small fixes and changes
-
2.0.0
- Added new terminal commands: "customsounds sync", "customsounds unsync" and "customsounds force-unsync"
- EXPERIMENTAL: As the host, you can now sync your custom sounds with all clients in the lobby via the terminal (requires CustomSounds to be installed on their end)
-
1.2.4
- Fixed an issue occurring on the first start while using a mod manager, there's now no need to restart/reload when installing a sound pack for the first time
-
1.2.3
- Minor edits to mod page
-
1.2.2
- Minor edits to mod page
-
1.2.1
- Modified how the script manages Sound Packs to improve fluidity when using a mod manager
-
1.2.0
- Added new terminal commands: "customsounds list" and "customsounds help"
- Sound Packs can now be created by adding custom sounds to named subfolders within the "CustomSounds" directory
- "CustomSounds" folder will be automatically created if it does not exist
[Chainloader] HideManagerGameObject
in BepInEx.cfg will automatically be set to "true" if it is still on defaut "false"
-
1.1.1
- Fixed some paths and updated the dependencies of LCSoundTool from version 1.2.0 to 1.2.2 to resolve additional issues with mod managers
-
1.1.0
- Added new terminal commands: "customsounds reload" and "customsounds revert"
- Fix path errors when installing with a mod manager
-
1.0.0
- Mod release