BudgetAirpods / InsanityRemastered

A mod for Lethal Company that adds more features to the insanity mechanic.
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[Question] What audio files are used in your mod when you have mid and high insanity? #13

Closed SrMoroxide closed 10 months ago

SrMoroxide commented 10 months ago

Hello! I am the creator of the AbyssalAudio mod, and I have received several recommendations to create compatibility with the audios of your mod (also to correct a small detail that the CustomSounds mod is causing).

I would like to know if the audios used are vanilla and/or custom and what the names are so I can replace them with those from my mod.

Thank you very much in advance for reading this message

BudgetAirpods commented 10 months ago

All of the sounds are custom made(excluding the vanilla sfx of course) and are loaded in with assets bundles and saved in a list inside the Plugin script.

Most of the sfx you hear go by a variation of "HallucinationBunker_ #". I can send a screenshot of all of the file names so you can get the precise names down, Though an issue I see with this is that this will need to be done every time I add more sounds.

Just curious, is my mod breaking yours or anything?

SrMoroxide commented 10 months ago

No, the opposite, the bug is caused by a problem in the latest version of Lethal Company. So I'm looking for ways to change it to make it happen and your md recommended me.

BudgetAirpods commented 10 months ago

Sorry for the late response. I just woke up. I'm assuming you wanted to replace the SFX of IR with your own. In which case I'm not an expert at but I would assume you overwrite any of the AudioClip arrays in the Plugin class(which I'm realizing isn't in the GitHub) through an assetbundle. A way you could get access to that array is shown in Mod Integration folder.

If I'm wrong in my assumption, please do let me know. Like I said, I just woke up and might be a little slow.