VariousAudioTweaks
Miscellaneous changes to some sounds that improve my experience playing the game. Configurable too!! (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.
Every single change 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
- 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 - Each of the cruiser's radio songs now seamlessly loop. 3 of them are also extended in length (Bananas, Some Sunny Day, & Parade of the Wooden Soldiers)
(Disabled by default)
- Menu music can be 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)
- Eclipse ambience can be replaced with "Vast Empty Chasm"
- Nutcracker music can be replaced with "Mini game 2" (Requires BaseNutcrackerMusicFix to work properly)
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). - Butlers have a unique sound for hitting them instead of
HitWood - Spore Lizards have a different sound for hitting them, to convey better that they can't take damage
- 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
- Snare fleas dropping from the ceiling have a 30% chance to instead play the unused, lower-pitch version of their sound
- Brackens being spotted will use their audio from v4 (Specifically on Experimentation, Assurance, Vow, and Sunset1 by MrSaltedBeef)
- The loud horn is a bit quieter, and will also be muted while the ship is in orbit.
- Walking on the ship uses the old aluminum footstep sounds from v4
- Old birds are overall about -8db quieter, and their missile-firing audio now uses some rocket launching sounds from The Binding of Isaac: Repentance.
- Clocks & Comedy/Tragedy masks will be muted while the ship is in orbit
- The cruiser's engine starting sound will be muted while the ship is in orbit, to prevent your ears getting blasted upon loading a save file (Same for the ScanVan and its electric windows)
- The Old Phone's unpocketing audio has a chance to not play, or only play the dialtone part. The original screaming variation plays 10% of the time.
(Disabled by default)
- There are options to mute all random indoor/outdoor ambient noises, music, and all other background noise for recording/testing purposes
- The sound of the ship's hangar door opening at the start of a round can have 2 extra beeps, reminiscent of how it sounded back in v9.
- 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
- Pinging a radar booster will play audio of Honee saying "Good!"
- Taking damage plays a sound from Mesmalie
- A popped jester plays "Plasma" as chase music
Wesley
Click to expand the Wesley Section
General
- Fixed Duckstroid-14's outdoor footsteps being broken due to the moon not being updated for v81 yet
- Adjusted the roaming coil-head ambience on Asteroid-13 to be more accurate to how roaming coil-heads sound as of v70+
- Lowered the volume of Oldred's outdoor & indoor ambience
- Muted the audio of flies buzzing next to your ears in the Greenhouse interior
drop_brain, the sound for dropping a Brain Jar or Chunk of Celestial Brain, can use vanilla's pickle jar drop sound instead- Muted the carnival interior's music IF it generates on Infernis or Filitrios, to prevent overlapping music
- Muted Lethal Company's ambient music while landed on Infernis, to prevent overlapping music
(Disabled by default)
- Toy store's cake room music can be replaced with "Sicarus"
- Option to mute Infernis's music
- Option to mute Filitrios's music
- Option to mute the music that plays in the art gallery interior or in Galetry
- Option to mute the carnival interior's music globally
Items
- Reduced the volume of the Boulder, Gold boulder, Banana, Concrete items, and the Hivecicle
- 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
- Flintlock will make 'empty shotgun' sounds when left clicking instead of the normal joke voice clips
- While in orbit, the looping audio while holding a Radioactive barrel is muted
Ememies
- Arachnoheads are quieter
Hazards
- Mortars are about -8db quieter
- Lecaro's stalagmites are quieter
ShipWindows
- Overhauled all audio for the shutter lever and the ship windows opening & closing. I highly recommend having Wesley's shutter voice lines enabled in that mod's config, because I replace those with proper window opening/closing audio.
Monster Plushies
- 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
Locker (the enemy)
- Lowered all of its sounds by -8db, because they are extremely loud by default.
Pikmoons / Pikmoons Scrap
- Muted Lethal Company's ambient music while landed on any of the Pikmoons, to prevent overlapping music
- 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 / Boom Variants
- Silenced 13 of Gibson's voice lines
- Muted the random FNAF sounds that come from the Weird Tool
- Muted the random sfx that come from the Perfect Masked
MysteriousHarbingers
- Reduced the amount of silence at the start of the Reality Fracture's grab/drop sounds
Recommended mods
UniqueItemSounds & FittingCruiserTunes - My other "good" sound mods, for if you want "the complete debbicar audio experience" or whatever.
OpenTheNoorForkedv73 - NOT CLIENT-SIDE! This is a dumb mod that adds a meme sound effect for pressing [E] on a locked door. If your modpack has this installed, I replace the meme sfx with some actual lock rattling sounds that I think are just a nice little detail. Should work in any interior.
BaseNutcrackerMusicFix - In vanilla, nutcrackers restart their music at a randomized pitch whenever they fire their gun, but this mod fixes that & is important to have installed if you enable my custom nutcracker music option.
RadioBabyFace - Adds the currently-unused Baby Face song to the cruiser's radio, which I make loop seamlessly with this mod.
KeepPlaying - Allows boombox music to keep playing while the item is pocketed in your inventory.
Credits
Audio used to make the new ExplodeHeadSecondarySFX came from a combination of:
- 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:
Audio used to make the new ShipWindows sounds came from a combination of:
- https://freesound.org/people/Nathan_Lomeli/sounds/79200/
- https://freesound.org/people/ThabzMalik/sounds/767060/
- https://freesound.org/people/kyles/sounds/451223/
Audio used for the unique butler hit SFX came from:
