R.E.P.O.
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Latest version
1.0.0
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79KB
Dependants

GoofySounds

Make R.E.P.O. monsters funnier with your own sounds. The game's original sounds stay intact. Your files play on top, from the monster, following it around.

Features

  • One folder per monster, plus a shared folder for all monsters.
  • A sound plays when a monster spots you, starts chasing or attacks.
  • Action sounds: link your files to a specific game sound (a shot, a bell, an explosion...).
  • State music: a track plays while the Peeper holds a player, or while the Spewer possesses someone.
  • One sound at a time per monster, and the same file is never played by two monsters at once.
  • In-game menu (main menu and pause menu → GoofySounds):
    • global on/off, volume and range;
    • per monster: on/off, chance, volume and range;
    • reload sounds, open the folders, test a sound.
  • Volume changes apply in real time.

Adding your sounds

  1. Launch the game once. The folders are created in BepInEx/config/GoofySounds/Sons/ (one folder per monster, created when the monster is first seen).
  2. Put .mp3, .wav or .ogg files in a monster's folder. Files in _TousLesMonstres are used by every monster that has no sounds of its own.
  3. In game: GoofySounds → Recharger les sons (reload sounds). No restart needed.

Mod Manager users: Settings → Browse profile folder, then open BepInEx/config/GoofySounds/Sons.

Special folders

Folder What it does
Sons/_TousLesMonstres Sounds shared by all monsters
Sons/Peeper/_musique Plays (looping through files) while the Peeper holds a player
Sons/Spewer/_possession Plays while the Spewer possesses a player, following that player

Action sounds (_actions.txt)

Each monster folder gets a _sons_disponibles.txt file listing the names of its game sounds. Create _actions.txt in the same folder. Each line follows this format:

gameSound, otherGameSound = myFile1.mp3, myFile2.mp3
  • Right side: your files (one picked at random), or * for the monster's normal sounds.
  • ! at the start of the line makes the rule priority: it cuts the custom sound already playing (good for spammed attacks).
  • ~ at the start of the line makes the rule replace: it mutes the game sound while yours plays.
  • Lines starting with # are comments.

Files used in _actions.txt are reserved for those actions, so they don't play when the monster spots you.

Example (Huntsman):

!soundShoot = kaboom.mp3
soundMoveLong, soundMoveShort = walking.mp3

Notes

  • The mod ships without sounds: bring your own.
  • Every player needs the mod (and their own sounds) to hear them.
  • DebugSons in the config logs every monster sound and why a custom sound did or didn't play, which helps when writing _actions.txt.
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