VariousAudioTweaks
Miscellaneous changes to some sounds that improve my experience playing the game. Configurable!! (can individually disable each change)So basically
This is a compilation of a bunch of local sound replacements i've had in my profile for a while that i might as well upload to make it easier to share. A lot of these are things i consider "fixes", new takes on existing audio, restoring unused versions of certain sounds, adjusting volume levels of things i found to be too loud/quiet, changing things that particularly bothered me, and other random additions that are fun to me.
I've gone ahead and disabled most of the wackier or immersion-breaking ones by default, in hopes of a good "out of the box experience".
also, despite this being a personal collection of tweaks, i am always open to feedback or suggestions in the modding discord if you feel inclined to do so.
Changes made
Music
- End of day stats music from v80 is now loud enough to actually be heard
BoomboxMusic1andBoomboxMusic4now loop seamlesslyBoomboxMusic2has a 50% chance to play the bare-bones variation from v9 (i removed the discord ping sound)BoomboxMusic5uses its officially extended version- Disco ball music is -8db quieter
- Eclipse ambience is replaced with "Vast Empty Chasm"
- On Experimentation & Assurance, the mineshaft elevator will use
ElevatorJingle3(with an altered version for travelling upwards due to it normally not having a proper ending in the song). The reason for it being on these specific moons is because they are some of the rarest & most fun mineshaft moons in my opinion. Also 3 is the only halloween elevator jingle i like
(Disabled by default)
- Menu music is replaced with "Spinning Out Of Orbit" (or, if the MysteriousHarbingers mod is installed it'll instead be "Water Vellumental Shrine", as a way to basically limit this to appearing when i play Purple's Arduous modpacks)
- Nutcracker music is replaced with "Mini game 2"
Noises
HeadExplodeSecondarySFXhas been completely redone by me, because i didn't like how it just sounded like shoes tapping on the floor originally.- The maneater now has its own "Squeak" sound when falling backwards & crying. In vanilla it reuses the
Squeak1audio that normally comes from baboon hawks, so it sounded very out of place. - If using SellMyScrap, the
Micaudio lines that play via the ship's speaker will use their versions from v9 (with some bass / parts of the sound filter missing). - Secure doors opening & closing use a very fitting sound from The Upturned
- Moving the plushie pajama man around the ship will make his stomping sound from The Upturned
- Cruiser attaching to the ship's magnet will have a unique collision sound
- Teleporter buttons now use the "cruiser dashboard button" SFX, i think it fits because its like a big rubber looking button similar to the elevator & cruiser ones
- Loud-ass ambient noise
StrangeNoise3_0is replaced with "Undergoing", a sound from Welcome To The Dark Place (i don't know the context of it in that game but i like how spooky it sounds) CarHoodOpen(the one for the mansion's garage car) has less silence between the first and 2nd half of the sound- Critical injury (not the sustained version from v80) will have a 20% chance to played the "WithCrack" variation from v80 instead
- The blizzard ambience heard on snow moons will sound how it did in v9
- Turning off a walkie-talkie will beep once instead of twice
- The flashlight's flickering audio (caused by Ghost girl) is reverted to how it sounded pre-v80
- Cruiser's eject noise doesn't have the beeping anymore; has a 50/50 chance to play one of the spring sounds from The Upturned
- Ambient noise
Creak3, which i assume to be a landmine fakeout, sounds more like a landmine now. (I believe the original sound was made using a very early version of the landmine beep so to me it felt outdated) - Ambient noise
Random2, which is a "door opening" fakeout, now uses the new factory door sounds. (i also made versions for other interiors' doors but i don't know how to get theLethalCompany:dungeon:namecondition to work so i can't actually use them yet. I'll add them in if i can figure it out) DropJughas a 10% chance to play the old sound from before v50.- The "bullet ricochet" sound that plays when shooting a shotgun (which, in vanilla is just the sound for dropping Ammo), is muted. because it sounded bad enough that i thought it was a bug for the longest time.
- Moving around either teleporter in the ship will have an additional, subtle spinning sound as if it had been shaken while being carried
- Dropping player bodies in certain scenarios will now randomize between the 3
BodyCollisionsounds instead of only using the 2nd one - Backwater Gunkfish has a 5% chance to play its unused version of the "Flopping" audio with vocals.
- Reverted the
Gravel2footstep sound to how it was before v80, because the new one actually bothers me so much. - The ship's break-in alarm (when the sapsucker forces open its doors) is now more audible, and plays like 1.5x longer.
- Spraying a can of spray paint is -8db quieter (and shaking the can is -6db quieter)
- Turret gunfire & doors slamming open are -8db quieter
- Spike traps slamming down are -6db quieter
(Disabled by default)
- Walking on the ship uses the old aluminum footstep sounds from v4
- The total value counter of scanning items uses a similar sound from The Upturned
- Pulling apparatus makes the jingle for collecting a power plug from The Upturned
- Old birds are overall about -8db quieter, and their missile-firing audio now uses some rocket launching sounds from The Binding of Isaac: Repentance.
- Cruiser collision sounds for hitting an entity use some heavy hit sounds from Super Smash Bros. Ultimate
- Pinging a radar booster will play audio of Honee saying "Good!"
- Taking damage plays a sound from Mesmalie
Wesley
Click to expand the Wesley Section
General / Moon events
- The scripted frost leviathans on Polarus will now be silenced (not including the one that can actually kill you in the back area)
- Muted the audio of flies buzzing next to your ears in the Greenhouse interior
- The splash from exiting the interior on Atlantica is -5db quieter
(Disabled by default)
- Toy store's cake room music is replaced with "Sicarus"
- Muted Thalasso's extremely loud ocean noise (as well as the "spike splashes") upon landing at the moon
- Muted the "rewind" effect that happens upon leaving Atlantica
- Muted Infernis's leave event involving the volcano erupting
- Option to mute Infernis's music
- Option to mute the music that plays in the art gallery interior or in Galetry
Items
- Boulder / Gold boulder are -5db quieter
- Banana is -3db quieter
- Concrete items are -5db quieter
- Beanie's action figure will no longer play his voice clips
- Metal detector will make actual beeping sounds when left clicking instead of the normal joke voice clips
Ememies
- Arachnoheads are quieter
Hazards
- Mortars are about -8db quieter
- Lecaro's stalagmites are quieter
Monster Plushies
- Muted all of the "far" versions of squeezing plushies, because I don't think you'd ever notice it & I also didn't want to make my own far versions for this :P
- Squeezing a spider plush will play the
StunSpidersound instead of a minecraft spider - Squeezing a hoarding bug plush randomizes between 2 parts of
HoarderBugCry, because i dislike hearing the "yippee" sound in-game. - Grabbing & dropping any plushies will now use my Zed Dog sounds from UniqueItemSounds
ScanVan
(Disabled by default)
- Muted the "high tone alerts" that constantly play when you leave the keys in the ignition or something
Locker (the enemy)
- Lowered all of its sounds by -12db, because they are extremely loud by default.
Pikmoons Scrap
- Shortened the grab sound of both Raw materials & Gold nugget
- Muted the ambience that comes from the Gold nugget
- Muted the grab sound of Pikmin 2's Exploration Kit treasures (the upgrade items)
Boom Scraps
- Silenced 13 of Gibson's voice lines
- Muted the random FNAF sounds that come from the Weird Tool
Optional (non-clientside) dependencies
OpenTheNoorForkedv73 - i was surprised to find out that this isn't client-side, it really seems like the kinda mod that would be... anyways, i wouldn't expect your modpack to already have this so tough luck unless you're making a modpack from the ground up with this sound replacement in mind. I believe this would work on modded interiors, but I have only explicitly set it up to work on vanilla interiors.
- Pressing E on a locked door will play 1 of 3 "Lock rattling" sounds.
Credits
Audio used to make the new ExplodeHeadSecondarySFX came from a combination of these sounds:
- https://freesound.org/people/KVV_Audio/sounds/796506/
- https://freesound.org/people/Duasun/sounds/631895/
- https://freesound.org/people/vincentoliver/sounds/180493/
Audio used for the 3 LockRattle sounds was taken from:
Audio used for the "Cruiser attaching to ship magnet" sound was from:
Metal detector beeping audio came from:
