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wowshawty

Let's you easily load audio files shawty like a melody on quota failedclip.

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 and JackOLanternHit-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