![epichotvirgins-epicall icon](https://gcdn.thunderstore.io/live/repository/icons/epichotvirgins-epicall-1.0.0.png.128x128_q95.png)
Last updated | 3 weeks ago |
Total downloads | 21 |
Total rating | 0 |
Categories | Audio |
Dependency string | epichotvirgins-epicall-1.0.0 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
![BepInEx-BepInExPack-5.4.2100 icon](https://gcdn.thunderstore.io/live/repository/icons/BepInEx-BepInExPack-5.4.2100.png.64x64_q95.png)
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100![no00ob-LCSoundTool-1.2.2 icon](https://gcdn.thunderstore.io/live/repository/icons/no00ob-LCSoundTool-1.2.2.png.64x64_q95.jpg)
no00ob-LCSoundTool
Let's you easily load audio files, replace any in game audio clip and log any audio playback into console.
Preferred version: 1.2.2![Clementinise-CustomSounds-1.2.1 icon](https://gcdn.thunderstore.io/live/repository/icons/Clementinise-CustomSounds-1.2.1.png.64x64_q95.png)
Clementinise-CustomSounds
Let's you easily load audio files (With LCSoundTool) and replace any in game audio clip.
Preferred version: 1.2.1README
What It Does:
This mod lets you replace the game's default sounds with your own .wav/.mp3/.ogg files. It's a simple way to edit any of the game's audio.
How to Install:
- Use any compatible mod manager for the easiest installation.
OR
- Make sure you have BepInEx & LCSoundTool installed.
- Download this mod and put it in your BepInEx plugins folder. (
\GAME_LOCATION\Lethal Company\BepInEx\plugins
) - Put your matching .wav/.mp3/.ogg files in the "CustomSounds" directory.
How to Use:
The mod automatically replaces game sounds with the .wav/.mp3/.ogg files from the "CustomSounds" folder. Make sure your file names match the in-game sounds you want to replace.
Terminal Commands:
CUSTOMSOUNDS LIST/L
: Displays all currently loaded soundsCUSTOMSOUNDS RELOAD/RL
: Reloads and applies sounds from the 'CustomSounds' folder and its subfoldersCUSTOMSOUNDS REVERT/RV
: Unloads all custom sounds and restores original game soundsCUSTOMSOUNDS HELP/H
: Provides a list of all CustomSounds commands
SYNCING HAS BEEN REMOVED IN VERSION 2.3.0. IT WILL BE ADDED BACK SOON!
Syncing Custom Sounds with Clients (Experimental Feature):
CustomSounds now introduces an experimental feature allowing the host to sync their custom sounds with all clients in the lobby. This feature ensures that everyone in the game experiences the same custom audio environment. However, it requires all clients to have the CustomSounds mod installed.
How to Sync:
As a host, you can initiate the sync process through terminal commands. This will send your custom sounds to all connected clients who have CustomSounds installed.
Terminal Commands for Sync:
-
CUSTOMSOUNDS SYNC/S
: Starts the synchronization process of custom sounds with all clients.-
CUSTOMSOUNDS FORCE-UNSYNC/FU
: Forces all clients to unsync and revert to their original sounds.- CUSTOMSOUNDS UNSYNC/U
: Allows clients to manually unsync from the host's custom sounds and revert to their original audio setup.
When the host initiates a sync, clients will receive a notification to accept the sync request. On acceptance, custom sounds from the host will be downloaded and applied to the client's game.
Note: The sync feature is experimental and might not work as expected in all scenarios. Feedback and bug reports are appreciated to improve this functionality!
For Sound Packs Creator
To make installation easier, you will need to organize your release as follows:
- manifest.json
- README.md
- CHANGELOG.md (Optional)
- BepInEx
- plugins
- CustomSounds
- <YourSoundPackName>
- [Insert All Audio Files Here]
You now have the option to specify the AudioSource by appending '-AS' to the end of a folder's name. For example, if you name your folder MovementAudio-AS
, every audio file within it will be exclusively applied to the AudioSource named 'MovementAudio'.
For a better understanding, you can refer to the folder structure of MinecraftCompany Doors
Tips
You can utilize LCSoundTool and its F5 logging feature to identify the name of the audio you want to replace.
Credits
Tester
- Luukex (@luukex)