

Simple Lethal Company sound tool and debugger. Patches all native Unity AudioSource components allowing you to dynamically replace (almost) 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. Let's you easily load your own custom .wav sound files for your own mods and optionally allows logging all AudioSources playback, including PlayOneShot, PlayClipAtPoint etc. and the names of each clip playing into the BepInEx console when you press the F5 key. More in depth logging can be toggled with LeftAlt + F5.
This mod won't work without a mod of your own that does the replacing. This mod is just purely a tool/API for replacing and loading sound files from the game folder. For replacing without a mod of your own you can try the following seperate mod utilizing this tool: https://thunderstore.io/c/lethal-company/p/Clementinise/CustomSounds/
Install like any other BepInEx mod. Install to the following directory:
\GAME_LOCATION\Lethal Company\BepInEx\plugins
Loading a custom sound .wav file:
using LCSoundTool;
AudioClip newSound;
newSound = SoundTool.GetAudioClip("YourModDirectory", "ping.wav"); // 'ping.wav' is the name of the .wav sound file and 'YourModDirectory' is the name of the folder inside the plugin folder where the mod will try to load the sound file.
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
Make sure you have the following BepInEx.cfg settings:
If they're still not showing up just shoot me a msg in Discord (@no00ob) and we can try to figure it out.
Few of the AudioSources with playOnAwake do not work with this tool. They for some reason refuse to work. Might try to look at this later but for now check the bottom of the page for all the culprits.
No, not at the moment. I might look into this later.
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.
Any version prior to 1.2.0 should and versions past that if the game uses Unity's Netcode for GameObjects. 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.