

Simple Lethal Company sound tool and debugger. Patches all native Unity AudioSource components allowing you to dynamically replace any sound in the game at the final stages of playback by just specifying a new audio clip and the original clips name to this mod. Optionally allows logging all AudioSources playback, including PlayOneShot, PlayClipAtPoint etc. and the names of each clip into the BepInEx console when you press the F5 key.
Install like any other BepInEx mod. Install to the following directory:
\GAME_LOCATION\Lethal Company\BepInEx\plugins
Adding a replacement sound:
using LCSoundTool;
AudioClip newSound; // your logic for the new sound
SoundTool.ReplaceAudioClip("GhostDevicePing", newSound); // GhostDevicePing is the name of the original sound in this case the radar ping sound
Removing a replacement sound:
using LCSoundTool;
SoundTool.RestoreAudioClip("GhostDevicePing"); // GhostDevicePing is the name of the sound we replaced and in this case the radar ping sound which we now restore back to default
For more in-depth example see the following github repo: https://github.com/no00ob/CustomPingSound
No. This tool is strictly for native Unity AudioSource components.
Idk, haven't done any major testing. In theory this should add slight delay and overhead to any audio playback, this game is so messily programmed however that finding certain audio clips was painful enough where I just decided that a tool like this might come in handy.
Depends totally on what you're asking. If you want a new feature that has something to do with this mods original scope feel free to shoot me a message and I'll take a look. Otherwise no.
Surprisingly it should work actually. I tried it with my Unity 2022.3.x game and it did work for it too. The mods replacing the audio do not however, as different games use different sounds obviously.
Yes. If you find any bugs or errors let me know and feel free to send pull requests my way if you feel like you can provide better programming or more features.