Details

Last Updated
3 weeks ago
First Uploaded
3 weeks ago
Downloads
20K
Likes
11
Size
391KB
Dependency string
Marioalexsan-ModAudio-2.2.1
Dependants

Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[2.2.1] - 2025-Mar-31

Fixed

  • Fixed an error that would occur rarely when sounds are stopped
  • (Hopefully) Fixed an error that would occur rarely when reloading audio

[2.2.0] - 2025-Mar-30

Added

  • Added a button in EasySettings that opens the custom / user audio pack folder for easy access

Fixed

  • Fixed some overlay sounds being interrupted mid-playthrough when played from components that have particle system components
    • Technial details: The sound is played from a game object higher in the hierarchy as a workaround for the game object being disabled by the particle system
  • Fixed routing failing occasionally when using ___nothing___ as a replacement
  • Fixed game object names being erroneously set to "oneshot" for display purposes
    • It will now use the correct object name and instead append "oneshot" to logged lines for played audio

[2.1.0] - 2025-Mar-29

Added

  • Added an effect option "overlays_ignore_restarts" for __routes.txt routes (originalClip @ overlayClip ~ overlays_ignore_restarts : true)
    • Settings this as true will make it so that an overlay sound is played only once if an audio source is restarted multiple times.

Changed

  • Slightly improved load times by skipping loading audio data for audio packs that are disabled
  • Mod assembly now uses an embedded PDB instead of a separate PDB file for debugging

Fixed

  • Fixed some playOnAwake sources being logged an extra time in the console
  • Fixed pitch and volume being tracked and applied incorrectly for cast effect sounds

[2.0.1] - 2025-Mar-19

Changed

  • LogAudioPlayed is now false by default
  • The PDB is now supplied alongside the mod for debug purposes

Fixed

  • Fixed crash caused by audio sources with no output audio mixer group
  • Added a bit of error handling

[2.0.0] - 2025-Mar-16

Added

  • Added volume and pitch controls for tracks
  • Added "overlay" sounds that play alongside a track instead of replacing it completely
  • Rewrote the __routes.txt pack format to support the changes from above
  • Added a modaudio.config.json pack format that allows full control over pack loading
  • Improved load performance by streaming audio for large clips (over 1MB) that use .ogg, .mp3 or .wav
  • Added support for Nessie's EasySettings mod
  • Added support for reloading audio packs when using EasySettings, allowing you to add, remove and edit packs while you're playing
  • Added support for toggling audio packs on and off when using EasySettings
  • Added options for toggling console logging on and off when using EasySettings
  • Improved audio logging, and added a configuration setting to filter out audio that plays too far from the player (when the main player is available)
  • Added options to filter logged audio based on its audio group

Changed

  • Audio logging now includes way more information in a concise manner

Fixed

  • Fixed post-boss defeat music not being replaceable
  • Fixed functionality being broken for audio sources that utilized playOnAwake for playing

Removed

  • OverrideCustomAudio option has been removed. It may or may not return in the future, but you can always manually edit the packs you download in case you need adjustments

[1.1.0] - 2025-Jan-01

Added

  • You can now specify multiple audio files per source clip in __routes.txt. ModAudio will play one at random, based on their weights.
  • Each clip in __routes.txt can now specify a weight using the format source = replacement / weight (where weight is a decimal number, i.e. 1.0). This is used for random rolls when there are multiple clips present.
  • You can now use the ___default___ identifier when replacing audio. This allows you to include the vanilla audio as a clip that should be played randomly.
  • Added an OverrideCustomAudio option that can be used to override any custom audio from mods with whatever you specify in ModAudio itself.
  • __routes.txt now supports line comments. Lines starting with # will be treated as a comment and ignored.

[1.0.4] - 2024-Dec-28

Changed

  • Improved audio loading from root folder, it will now also load audio from root if there's at least one clip with a known vanilla name

[1.0.3] - 2024-Dec-27

Changed

  • The mod will now load assets from mods that don't have a DLL plugin. It will load any audio from the "audio" folder (i.e. BepInEx/plugins/Your-Mod/audio) if it exists. It will also load audio from the root folder (BepInEx/plugins/Your-Mod/) if there is a __routes.txt file present

Fixed

  • Fixed an issue related to using the mod without any audio under ModAudio/audio

[1.0.2] - 2024-Dec-23

Changed

  • Removed NAudio dependency in favor of UnityWebRequestMultimedia

Fixed

  • Audio played via AudioSource.PlayOneShot should now be replaced correctly

[1.0.1] - 2024-Dec-23

Added

  • Option to enable verbose logging of audio sources that are being replaced, and audio sources that are loaded in

Changed

  • Improve reliability of audio replacement when scenes are loaded

[1.0.0] - 2024-Dec-22

Changed

Initial mod release

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