Audio modding test build
Added 2025-10-03 16:35:35 +0000 UTCThis build is the same as early access 3 but with the new cinematic audio modding features.
Open the hidden menu by pressing F3 at the Main Menu screen, then select "Generate audio modding template". The game will then create the required folders, and empty .json files for each cinematic in the game directory.
After generating the template, none of the cinematics will have audio. Since they will load the empty .json files instead of the default audio.
The game will also generate a guide at "mods/audio/instructions_audio_mods.txt", which explains the system in greater detail.
From now on all of the cinematics will be unlocked while in the debug mode.
And the memory menu also has a "debug flag" option. When enabled it forces all cinematic stages to wait for input before continuing, even transitions.
Note: I probably can't allow any comments linking to downloads for audio mods. Patreon might not be too happy with links to potentially copyright infringing material.
Comments
.csv files would probably be better, but the benefit of .txt files is that pretty much anyone knows how to edit them. Whenever I add a new string to the game I add it to a singleton class with a partial definition. Something like this: public static partial class StringLookup{ public static string theNewString = "String Content"; } Then I just use .Net reflection to get/set all the values in the class. It's easy to then dump the values and their field names to a text file along with some instructions. I tend to use code for most things, and try to only rely on game engines for graphics. It's really easy to brick a project when using a lot of Unity's ScriptableObjects or Godot's Resources for storing data.
floppystack
2025-10-15 17:46:10 +0000 UTCOnly just saw the translation thing when pressing f3 now, always nice to see translation support. Would've thought it'd have been a csv or something? Is the .txt something you set up yourself or is this something to do with the POT (I have yet to try POT out myself lol)
This vexes me
2025-10-15 16:27:50 +0000 UTCEach cinematic is a sequence of animations (stages) that either loop or are transitions between looping stages and only get played once. The json files set time markers for each stage where the game should play a sound effect. Sound files take up a lot of disk space so the more they can be reused the better. It's the same way fmod and wwise work under the hood, only they have fancy GUIs for setting the markers. Since the cinematic progression is controlled by the player it won't be possible to have one sound file covering the entire cinematic. But if you want to have one sound file for each stage of an animation, then you only need to set up a single trigger for each of them in the json file. So something like this: [ [ { "clipPath": "pathToStage1.mp3", "triggerTime": 0.0 } ], [ { "clipPath": "pathToStage2.mp3", "triggerTime": 0.0 } ] ]
floppystack
2025-10-08 08:14:46 +0000 UTCI really wish I understood how to mod this... My brain can't wrap around. I'm a sound design/video editor, and I've been screen recording the scenes and re-dubbing them with proper effects but this would make it... so much earsier
Ravenmire
2025-10-08 06:32:01 +0000 UTC