This took me a minute to figure out also. Consider this mod as a framework mod. It doesn't do the thing you want by itself. It enables you to do the thing you want using Content Patcher. In order to make use of Sound Effect Replacement you have to create your own Content Pack using Content Patcher rules. You also need to know the names of the sound effects that the game uses. The next post up has a link for that. The process goes like this: Create a folder on your desktop called [CP] NameOfContentPack. Next, in Notepad, type the following (you choose the name of your content pack and your author name): { "Name": "NameOfContentPack", "Author": "YourName", "Version": "1.0.0", "Description": "Content pack for Sound Effect Replacement", "UniqueID": "YourName.NameOfContentPack", "MinimumApiVersion": "3.13.4", "ContentPackFor": { "UniqueID": "Pathoschild.ContentPatcher" }, "Dependencies": [ { "UniqueID": "aedenthorn.SoundEffectReplacement", "IsRequired": true } ] } Save this Notepad file as manifest.json and put it in [CP] NameOfContentPack. Next, start a new file in Notepad and type the following: { "Format": "1.24.0", "Changes": [ { "Action": "EditData", "Target": "sound_effect_replacement_dictionary", "Entries": { "openChest": "", "doorCreak": "cacklingWitch", "trashcanlid": "assets/bow_wow.wav" } } ] } Save this file as content.json and put it in [CP] NameOfContentPack. Put [CP] NameOfContentPack in your Mods folder. We've now told the game to silence the openChest sound, make doors cackle like the witch when opening them using the built-in game sound effect and to make our trashcanlid bark like a dog using a sound effect I downloaded off a random website. The Entries can be changed to alter the sound effects you want. Make sure to use the names from the games sound effect list as the first part. The second part can use names from the sound effect list, or names of your custom .wavs. Make sure to put any custom .wavs in the Sound Effects Replacement assets folder. Hope this helps.
Hello, how do I enter the second custom sound effect I want to create? For example, this is my edit content.json, { "Format": "1.24.0", "Changes": [ { "Action": "EditData", "Target": "sound_effect_replacement_dictionary", "Entries": { "pig": "assets/00000083.wav"
} } ] } how do I want to add custom sound effects to it? I added (, "cat": "assets/00000082.wav") directly after ("pig": "assets/00000083.wav"). Is this correct? Why does smapl report an error? Below is the error? [CP]BIBI\content.json. This doesn't seem to be valid JSON. Technical details: After parsing a value an unexpected character was encountered: ?. Path 'Changes[0].Entries.pig', line 8, position 35. at StardewModdingAPI.Toolkit.Serialization.JsonHelper.ReadJsonFileIfExists[TModel](String fullPath, TModel& result) in SMAPI.Toolkit\Serialization\JsonHelper.cs:line 74 at StardewModdingAPI.Framework.ContentPack.ReadJsonFile[TModel](String path) in SMAPI\Framework\ContentPack.cs:line 80 at EventRepeater.ModEntry.Entry(IModHelper helper) in E:\Stardew Vally Modding\EventRepeater\EventRepeater\ModEntry.cs:line 64 at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in SMAPI\Framework\SCore.cs:line 1529
SMAPI displays the 'deprecated code' message because the mod will stop working in the next major SMAPI update. Providing a log is unnecessary, as SMAPI is simply warning the user about the code the mod uses, and I simply thought about letting the mod author know, whether they are aware of it or not, even if the mod is working.
I am using the mod and it is excellent but may I suggest a few things? A way to have the sounds repeat in a pattern (have two sounds and have them play one after the other), maybe a way to adjust the volume of the sounds or have them match the volume of the game.
This is a great mod, thank you! I have a question about the latest release. "Ability to replace with multiple sound choices"? What does that mean and how does that work in practice?
EDIT: Also, is there a way to have sounds play with random pitch? I replaced one of the footstep sounds and it seems like it doesn't get randomly pitched anymore with every step.
39 comments
to mute the cowboy_Gunshot sound that happens when mousing over the save file in load,
but forgot that it hadn't been updated to 1.6 yet -sigh-
found a great mod to mute sounds https://www.nexusmods.com/stardewvalley/mods/7465
Thanks much to breeshlean for writing the guide, that was super helpful ^^
The links for the Track sounds on the stardew valley wiki are
https://stardewvalleywiki.com/Modding:Audio#Footsteps
https://stardewvalleywiki.com/Modding:Audio#Music
https://stardewvalleywiki.com/Modding:Audio#Sound
Create a folder on your desktop called [CP] NameOfContentPack. Next, in Notepad, type the following (you choose the name of your content pack and your author name):
{
"Name": "NameOfContentPack",
"Author": "YourName",
"Version": "1.0.0",
"Description": "Content pack for Sound Effect Replacement",
"UniqueID": "YourName.NameOfContentPack",
"MinimumApiVersion": "3.13.4",
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher"
},
"Dependencies": [
{
"UniqueID": "aedenthorn.SoundEffectReplacement",
"IsRequired": true
}
]
}
Save this Notepad file as manifest.json and put it in [CP] NameOfContentPack. Next, start a new file in Notepad and type the following:
{
"Format": "1.24.0",
"Changes": [
{
"Action": "EditData",
"Target": "sound_effect_replacement_dictionary",
"Entries": {
"openChest": "",
"doorCreak": "cacklingWitch",
"trashcanlid": "assets/bow_wow.wav"
}
}
]
}
Save this file as content.json and put it in [CP] NameOfContentPack. Put [CP] NameOfContentPack in your Mods folder. We've now told the game to silence the openChest sound, make doors cackle like the witch when opening them using the built-in game sound effect and to make our trashcanlid bark like a dog using a sound effect I downloaded off a random website. The Entries can be changed to alter the sound effects you want. Make sure to use the names from the games sound effect list as the first part. The second part can use names from the sound effect list, or names of your custom .wavs. Make sure to put any custom .wavs in the Sound Effects Replacement assets folder. Hope this helps.
For example, this is my edit content.json,
{
"Format": "1.24.0",
"Changes": [
{
"Action": "EditData",
"Target": "sound_effect_replacement_dictionary",
"Entries": {
"pig": "assets/00000083.wav"
}
}
]
}
how do I want to add custom sound effects to it? I added (, "cat": "assets/00000082.wav") directly after ("pig": "assets/00000083.wav"). Is this correct? Why does smapl report an error?
Below is the error?
[CP]BIBI\content.json. This doesn't seem to be valid JSON.
Technical details: After parsing a value an unexpected character was encountered: ?. Path 'Changes[0].Entries.pig', line 8, position 35.
at StardewModdingAPI.Toolkit.Serialization.JsonHelper.ReadJsonFileIfExists[TModel](String fullPath, TModel& result) in SMAPI.Toolkit\Serialization\JsonHelper.cs:line 74
at StardewModdingAPI.Framework.ContentPack.ReadJsonFile[TModel](String path) in SMAPI\Framework\ContentPack.cs:line 80
at EventRepeater.ModEntry.Entry(IModHelper helper) in E:\Stardew Vally Modding\EventRepeater\EventRepeater\ModEntry.cs:line 64
at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in SMAPI\Framework\SCore.cs:line 1529
EDIT: Also, is there a way to have sounds play with random pitch? I replaced one of the footstep sounds and it seems like it doesn't get randomly pitched anymore with every step.