
MicSnitch
Snitches on whoever is talking - shows their nicknames on screen, even when cosmetic mods break voice init and hide who it is.Mic Snitch
Snitches on whoever is talking. Shows the nicknames of every player currently transmitting voice, right on your screen — so the soundboard spammer on the loading screen has nowhere to hide.
A working replacement for the old, deprecated See_who_is_talking mod, which stopped
showing names in current R.E.P.O. builds.
Why
In R.E.P.O. voice is proximity-based in a level, but global on loading screens and
in the lobby — that's where someone always blasts a soundboard and you have no idea who.
The old mod hooked the per-player Speaker component to find out. Problem: when other
players run cosmetic mods (MoreHead & co.), their SetupCosmeticsModdedRPC fails, the
Speaker never gets created, and the old mod sees nothing.
How it's fixed
Mic Snitch hooks below the Speaker layer:
LoadBalancingTransport.onVoiceFrameEvent— the dispatcher every incoming voice frame passes through, before any player-init check. Works even when a player's avatar/Speaker is broken by other mods.VoiceClient.onFrame/Speaker.OnAudioFrame/RemoteVoiceLink— extra hooks for full coverage.- Local mic poll — reads
LocalVoice.IsCurrentlyTransmittingdirectly, so your own name shows too (and you can test it solo).
Names are resolved through PhotonNetwork.CurrentRoom.GetPlayer(actorNumber).NickName,
which keeps working even if a player's local object is broken by RPC errors.
Everything is resolved via reflection — if a future game patch renames a type, the mod logs a warning and degrades gracefully instead of crashing.
Display
A bright yellow list in the upper-right corner showing who has spoken in the last ~0.7s. No background plate (stays readable on the black loading screen).
Install
Use a mod manager (r2modman / Thunderstore app) — it handles the dependency on BepInEx.
Manual install: drop MicSnitch.dll into BepInEx/plugins/.
Credits
Concept inspired by the original See_who_is_talking by xiaolei. Rebuilt from scratch.