Enemy Sound Fixes
Fixes numerous issues with missing sound effects, or SFX playing when they shouldn't.
Enemies
Brackens
- Restored original stun sound
- It was (most likely accidentally) replaced with the stun sound for dogs in v60
- Fixed hit sound being interrupted by death animation
Snare fleas
- Fixed shrieking when hitting its dead body
- Fixed chasing "footsteps" and suffocation noises not looping
- Fixed footsteps continuing while dead or clinging to a player's head
- Fixed improperly pitched scream when dropping from the ceiling after being damaged
Thumpers
- "Fixed"(?) thunder sounds playing from voice when losing track of the player
- Can be re-enabled in config
Eyeless dogs
- Fixed breathing pitch being wrong after eating a player
- Fixed breathing sound sometimes overlapping (playing twice from one dog)
- Fixed breathing sometimes stopping completely after attacking
- Fixed missing hit sound effect
- Fixed other enemies' dead bodies playing hit sounds when dog stepped on them
- "Added death sound"
- Actually just the stun sound, reused
- This can be disabled in the config, since it's a bit more of a subjective change
Hoarding bugs
- Fixed missing death sound effect
- Fixed hit sound being interrupted by death animation
Forest Keepers
- Fixed stun sound effect not playing when rescuing a player
- Fixed "chewing" sound and blood spray playing after eating animation is interrupted
- Fixed missing death sound effects
- Fixed fire volume not fading in when first ignited by an explosion
- Fixed roar sound effect (when grabbing players) being cut short by bite sound effect
- Fixed missing hit sound effect
Baboon hawks
- Fixed screaming when hitting its dead body
- Fixed missing death sound effect
- Fixed other enemies' dead bodies playing hit sounds when baboons touched them
- Fixed playing attack sound when touching other enemies' dead bodies
Nutcrackers
- Fixed "marching music" playing endlessly after death if you kill it right as it fires its gun
- Fixed missing death sound effect
Masks
- Config setting to adjust footstep volume/distance to match player footsteps
- Fixed hit sound being interrupted by death animation
- Fixed entrance door sounds not playing on both sides of the door when entering/exiting the building
Butlers
- Fixed corpses still buzzing even once the mask hornets spawn out of it
Tulip snakes
- Scurry sounds now properly re-randomize their pitch when they play
- Failsafe to prevent tulip snakes from making noises after death
- Fixed missing hit sound effect
Kidnapper fox
- Fixed hurt sound not playing after tongue is broken
- Fixed hurt sound playing when attacking its dead body
- Fixed death sound sometimes not playing
- Fixed "growling" sound sometimes getting stuck when not dragging a player
- Fixed drooling after being killed
- Fixed other enemies' dead bodies playing hit sounds when fox stepped on them
Maneaters
- Fixed hit sound being interrupted by death animation
- Fixed several sounds (footsteps, mandible clicking, etc.) still playing after death
- Fixed clicking mandibles when spawning as a baby
Giant Sapsuckers
- Fixed "snoring" occasionally continuing after death
- Fixed death sound being globally audible
- Fixed missing hit sound effect
Backwater Gunkfish
- Added some fallback code to mute audio on death (issue in vanilla? inconclusive)
Cadaver Growths
- Fixed missing destroy audio when using weed killer
- Reduced intensity of "vent sounds" before spawning (like "ghost girl")
Cadaver Blooms
- Fixed several sounds ("footsteps", breathing, etc.) still playing after death
Other
Despite the (now outdated) name, this mod also fixes several other sounds unrelated to enemies:
Players
- Fixed fall damage not playing its special sound effect (except when crashing the jetpack)
- Fixed overlapping hit sound when attacked with shovel/knife
Cruiser
- Fixed the key twist sound effect not playing when initially inserting it into the ignition
- Fixed the "engine stalling" sound getting stuck if you turn the key for too long, even if you release it and turn it again
- Fixed the engine rev sound effect playing multiple times when turning the key in quick succession
- Fixed the engine rev sound effect continuing after the ignition finally starts
- Fixed tire contact audio still playing while the car is midair
- Fixed warning alarm playing while car is attached to the magnet (and immune to damage)
- Fixed horn getting stuck at wrong pitch when releasing and pressing again
- Fixed missing sounds for pressing dashboard buttons (windshield wipers, cabin window, etc.)
- Added config setting to mute Cruiser audio in orbit (engine, horn, radio, etc.)
Doors
- Fixed backwards open/close SFX on storage lockers and the breaker box
- Fixed shed doors (Rend and Adamance) not utilizing wood door SFX
- Fixed mineshaft doors occluding their own audio (sounding muffled) from one side
- Fixed doors playing unlock sound twice in a row when unlocked
- Entrance doors now play the same random audio clip on both sides
- Entrance door audio now plays through walkie-talkies
- Fixed cupboard doors in greenhouse missing SFX
- Fixed trash bin lid in garage having misplaced SFX
Misc.
- Fixed "Hey" voice when ship gets struck by lightning
- Fixed vent noise getting stuck at the wrong volume after enemies spawn from them
- Fixed vents sometimes playing the wrong audio for the enemy that's about to spawn
- Fixed lockpicker making dropped SFX when being placed on a door
- Fixed landmines not playing their faraway explosion SFX
- Fixed extension ladders not playing their alarm before retracting if you picked it up mid-alarm and re-deployed it
- Fixed certain items being audible at any distance when hitting the floor
- Adjusted the pickup/drop sounds for several items
- Added a slider to control how much Unity's simulated Doppler effect applies to music sources. (Dropship, boombox, Cruiser radio, etc.)
- Any number between 1 (vanilla) and 0 (disabled) is valid.
- Defaults to 0.333x which makes the effect more subtle.
- Fixed microwave "hum" not playing automatically until you opened and closed the door back
- Fixed weed killer looping its empty audio when holding the spray button
- Flashlights and laser pointers now alternate between toggle audios (like light switches), rather than randomizing
- Walkie-talkies now emit "chatter" SFX when they are in use by another player (if you don't have one turned on in your inventory)
- Can be disabled in config