PEAK
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Latest version
0.1.2
Last Updated
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251MB
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PEAKsoundtrack remastered 0.1.2

Local-only BepInEx soundtrack mod for PEAK. Only the listener needs it. Works by observing vanilla events and playing local audio; no other player hears these tracks through the mod, and no custom Photon messages are sent.

Dust-devil testing

Press 6 (top row or numpad) while hosting a round in Mesa to spawn one dust devil. This calls the game's normal TornadoSpawner, including its vanilla network spawn and initialization. Everyone in the lobby can see and interact with it without installing this mod. It is a real vanilla hazard, not a cosmetic preview. The music remains local to you.

The test does not work as a non-host, outside Mesa, while dead/unconscious, or with menus/item wheels open. It uses existing Mesa spawn points, so the dust devil may appear farther away. If the map has no active valid spawner, an on-screen message explains why nothing spawned. The key has a one-second debounce; it does not change the natural spawn timer or override disabled spawners. The test bind remains available if you disable the soundtrack in its configuration.

Music

Trigger Track Starting point Ending
One or more living dust devils while you are in Mesa THE WORLD REVOLVING 0:00 Loops while any remain; fades after the last one dies or you leave Mesa
You reach PEAK My Way (2008 Remastered) 3:01 in the file Fades when a flare is lit; otherwise plays to its end once
You enter Nadir Forgive Me (Slowed Down) 0:26 in the file Plays once, then Road of Uncertainty; fades on leaving or beating Nadir
A living ghost appears while you are in Gloom Here I Come 0:00 Loops until the ghost explodes, burns to death, is destroyed, or you leave Gloom

| The Citadel | Final Voyage | 0:00 | Loops; fades when reaching PEAK | | After Forgive Me finishes in Nadir | Road of Uncertainty | 0:00 | Loops; fades when Nadir is beaten or you leave | | Post-Nadir final cutscene | Last Goodbye | 0:00 | Fades into the credits track | | Credits | 14.3 Billion Years | 0:00 | Plays until leaving the ending | | Dead and spectating, after AFTERGLOW finishes | A Terrible Fate | 0:00 | Loops; fades on revival |

The first poll after entering a trigger starts the audio (up to 0.25 seconds), already seeked to the requested offset. The offsets are not waiting periods. With multiple ghosts, the chase music lasts until all living ghosts are gone. Default fade time is 2 seconds. A teammate's synced flare also fades the summit track. Repeated flare updates never restart the summit track.

One main track plays, with a separate outgoing source for fades between tracks. Known vanilla music sources are temporarily muted while replacement music plays, then their previous mute states are restored. Game effects and player voices are untouched. ENTITIES PLUS is optional: its DeathShowing flag delays spectator music until AFTERGLOW and its fade finish. Without it, the normal death camera linger gates spectator music. Installed DeathTunes audio is temporarily muted during the spectator track when QuietVanillaMusic is enabled. Leaving the round stops music. A new round resets the one-shot triggers.

Install and settings

Keep PEAKsoundtrackRemastered.dll and its assets folder together under BepInEx/plugins/PEAKsoundtrackRemastered. Launch the game through Thunderstore.

After first launch, BepInEx/config/local.peaksoundtrackremastered.cfg contains:

  • Enabled: enable/disable replacement music.
  • Volume: 0 to 1 (default 0.65).
  • FadeSeconds: default 2.
  • QuietVanillaMusic: default true; false allows vanilla music to play alongside these tracks.

The diagnostics log beside the DLL records loaded track lengths, local region changes, playback, fades, and errors. Only tracks that load successfully and contain the required seek point are played.

Verification and limits

Compiled against your installed PEAK assemblies. 54 transition/seek/fade tests and 34 game member/hook/field checks passed. All nine supplied tracks validated as readable PCM WAV files. AudioSource.time is set before Play. Static inspection found no custom RPC, status, microphone or time-scale changes. This is not an in-game or multiplayer playtest; audible balance and live triggers still need checking.

Sources use PEAK's local progress checks, VoidBiome state, Tornado.dying, GhostBall.burnHealth/Explode/OnDestroy, and Flare.LightFlare/EnableFlareVisuals. A game update changing those APIs can require a mod update. The source files and build/test scripts are included in the workspace output folder. Audio was supplied by the user for their local installation.

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