

Replace game audio with your own mixtape.
You can use this mod to make audio pack mods, or to just replace audio on a whim.
Currently, .ogg, .mp3 and .wav formats are supported, although .ogg and .mp3 are preferred due to reduced file size.
ModAudio loads custom audio and routing information from any custom mods you have in the plugins folder (BepInEx/plugins/YourTeam-YourModName/audio).
It uses a combination of audio files and the __routes.txt configuration file located in the audio folder of a mod.
It also loads custom audio from its own folder (BepInEx/plugins/Marioalexsan-ModAudio/audio). You can place your custom audio in here if you don't want to make a standalone mod.
When using r2modman, you can find BepInEx in your profile folder for ATLYSS ("Settings" button, first option in the list). For example: C:\Users\USERNAME\AppData\Roaming\r2modmanPlus-local\ATLYSS\profiles\Default.
If you've installed BepInEx manually, then go to Steam's ATLYSS install path. For example: C:\Program Files (x86)\Steam\steamapps\common\ATLYSS.
From the r2modman profile or the Steam install, navigate to BepInEx/plugins/Marioalexsan-ModAudio/audio, or your custom mod's audio folder.
Note: There are already plenty of audio mods created that use ModAudio on Thunderstore. If something in here is confusing, you can do "Manual download" for those audio mods to take a look at how they package their assets.
Here's an example of an audio mod that uses all of the features combined:
mod folder structure under BepInEx/plugins
ModFolder
|- audio
|- __routes.txt
|- _mu_flyby.mp3
|- darkest_dungeon_combat.mp3
|- risk_of_rain_2_boss.wav
|- team_fortress_2_loadout.ogg
|- cod_hitsound_01.mp3
|- cod_hitsound_02.mp3
|- cod_hitsound_03.mp3
__routes.txt file contents
# Empty lines and lines that start with a hashtag are ignored
# Musics
_mu_wonton5 = darkest_dungeon_combat
_mu_ekca = risk_of_rain_2_boss
_mu_selee = team_fortress_2_loadout
# Hit sounds
weaponHit_Normal(average) = cod_hitsound_01
weaponHit_Normal(average) = cod_hitsound_02 / 0.5
weaponHit_Normal(average) = cod_hitsound_03 / 0.5
weaponHit_Normal(average) = ___default___ / 2
This audio mod will do the following:
_mu_flyby.mp3 instead of _mu_flyby (main menu music) - implicitly because the file name matches the clipdarkest_dungeon_combat.mp3 instead of _mu_wonton5 (Grove combat)risk_of_rain_2_boss.wav instead of _mu_ekca (Grove boss music)team_fortress_2_loadout.ogg instead of _mu_selee (Character selection music)cod_hitsound_01.mp3, cod_hitsound_02.mp3 or cod_hitsound_03.mp3 for Normal type average weapon hits
1 (implicit) + 0.5 + 0.5 + 2 = 4cod_hitsound_01.mp3 will play with a 1 / 4 * 100% = 25% chancecod_hitsound_02.mp3 will play with a 0.5 / 5 * 100% = 12.5% chancecod_hitsound_03.mp3 will play with a 0.5 / 5 * 100% = 12.5% chance2 / 4 * 100% = 50% chanceYou can replace audio clips directly if the file name matches the clip name.
_mu_wonton5 - Crescent Grove's action music).coolmusic.mp3 -> _mu_wonton5.mp3).audio folder.You can do custom replacements by specifying replacement information in the __routes.txt file.
_mu_wonton5 - Crescent Grove's action music).audio folder (for example, coolmusic.mp3). The audio file can have any name you want.__routes.txt file in the audio folder, or open it with Notepad if it already exists.= on a new line : _mu_wonton5 = coolmusic.This will tell ModAudio to play coolmusic.mp3 every time _mu_wonton5 would play in the game.
If you add multiple lines that have use the same clip, then ModAudio will play one of them randomly.
For example, firstbossmusic.mp3 and secondbossmusic.mp3 will each play about half of the time:
_mu_wonton5 = firstbossmusic
_mu_wonton5 = secondbossmusic
If you want clips to play with different chances, you can specify a number as a weight for the random roll. Separate it from the audio file name with a /.
For example, firstbossmusic will play 2/3rds of the time (1.0 / (1.0 + 0.5)), and secondbossmusic will play 1/3rd of the time (0.5 / (1.0 + 0.5)):
_mu_wonton5 = firstbossmusic / 1.0
_mu_wonton5 = secondbossmusic / 0.5
If you don't specify a weight, then it defaults to 1.
Finally, if you want to tell ModAudio to play the original clip, you can use the special ___default___ identifier instead of a file name:
_mu_wonton5 = ___default___ / 0.8
_mu_wonton5 = _mu_wonton5_remix / 0.2
This will play the default boss music with an 80% chance, and a remixed version with a 20% chance.
When packaging your mods for Thunderstore / r2modman, you need to put your audio folder that contains your audio and __routes.txt under the plugins folder in the zip.
This is to make sure that r2modman won't flatten all of your files into the root directory, which might cause issues.
Here's an example of how your ZIP package should look like:
yourmod.zip
|- manifest.json
|- README.md
|- CHANGELOG.md
|- icon.png
|- plugins
|- audio
|- __routes.txt
|- _mu_flyby.mp3
|- someaudio.ogg
|- someotheraudio.wav
r2modman will take all of your content from the ZIP's plugins and put it as-is in the mod folder, thus preserving the folder structure that ModAudio wants.
Also, your manifest.json should have ModAudio listed as a dependency, with the latest version being preferable:
manifest.json
{
"name": "YourModName",
"description": "Cool sounds and stuff",
"version_number": "1.0.0",
"dependencies": [
"BepInEx-BepInExPack-5.4.2100",
"Marioalexsan-ModAudio-1.1.0"
],
"website_url": "https://github.com/Marioalexsan/AtlyssMods"
}
Do not include the ModAudio DLL in your own mod. It's not needed, and it might cause issues with loading. You just need the dependency string in manifest.json.
If you use multiple audio mods that replace the same audio clips, ModAudio will effectively combine them into one.
For example, if you have two mods that replace the Main Menu music, then each of them will have a 50% chance to play.
If the first mod's replacement has a weight of 1, and the second one has a weight of two, then it will be a 33% / 67% chance split for either of them to play.
If you are making a custom plugin and need to load audio information from a different folder, you can use the ModAudio.LoadModAudio() method.
For example, this will tell ModAudio to load audio from C:\\mycoolmusicpath for your mod, instead of trying to read the audio folder next to the DLL.
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
[BepInDependency("Marioalexsan.ModAudio")]
public class MyCustomAudio : BaseUnityPlugin
{
private void Awake()
{
Marioalexsan.ModAudio.ModAudio.Instance.LoadModAudio(this, "C:\\mycoolmusicpath");
}
}
In the mod's configuration file (BepInEx/config/Marioalexsan.ModAudio.cfg), you can set OverrideCustomAudio to true to enable audio overrides.
This will cause anything you place under BepInEx/plugins/ModAudio/audio to completely override what any other mods are trying to do.
For example, if there is a mod that replaces a lot of sounds, but you want to keep the main menu music intact, you can enable that option and specify this in __routes.txt:
_mu_flyby = ___default___
This will make it play the vanilla music every time, ignoring whatever other mods have defined.
Set ExtensiveLogging to true in the configuration file to have ModAudio log sounds played, sounds replaced, and lots of other debug information.
This is spammy, but it can be useful to debug what is happening with your mods, or find out what sounds are being played in the world.
The logging is done to BepInEx's console and BepInEx/LogOutput.log.
This mod version targets ATLYSS v1.6.2b. Compatibility with other game versions is not guaranteed, especially for updates with major changes.