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Juanpa98ar

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72 comments

  1. juanpa98ar
    juanpa98ar
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    Sticky
    Do you have a suggestion for a new sound?

    Almost any sound can be changed for another one, the typing sound for the Undertale sound or things like that. 
    If you have any suggestions or crazy ideas, feel free to comment!
  2. SilverJD
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    Hello, I have a suggestion why not covert all the ".wav" files into ".ogg" the saved space is quite alot, and it would cut down on the performance this mod takes to run.

    I tried doing this myself using "VLC" it allows you to easily convert them. But it wasn't an easy drag and drop I even changed the content file to reflect the change from wav to ogg and I still got errors I saved my "Smapi Log" for reference.

    The quality I can say is not degraded, at least to the point that its even slightly noticeable. I wore my headphone's trying to hear the difference can't tell.
    1. juanpa98ar
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      Using the .ogg format for short sound effects can lead to performance problems resulting in a slight delay between one and the other if they are played too often, such as footsteps while walking. Music and ambient sounds I can change to .ogg without problems. 
      I follow the modding page for the game. 
    2. SilverJD
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      That's what I ended up doing too just converting the ambient sounds, no error's with that approach. File size is smaller and in terms of performance, honestly not much changed. Maybe Ram usage, but I didn't look much into that so don't take my word.
    3. SilverJD
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      Hello, I wanted to show you this mod I think you'll find useful for expanding this mod "CueSwap". I really encourage you to work with the author to add custom context just for this mod. 

      Maybe you know about this already but can't hurt to inform.


      Devil's Trill Sonata
  3. Gummmmmm
    Gummmmmm
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    Hello, could you also add alternate warp/teleport sounds? The vanilla warp sound is to high pitch for my ears, I wish I could just tone it down or lower the pitch
  4. Sinthr
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    For some strange reason I can't change dialog typing sounds... no matter what style I choose, the default one is all I hear. o.o
    Otherwise, it's a great mod. I really like the sounds, very relaxing.
  5. geenaxion
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    Not a bug but horse foot step sound is too weak.
  6. flickerpulse
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    I don't know why but the chest and fishing sound don't work for me
  7. ErraticPixel
    ErraticPixel
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    I got interested in the mod after reading the description, but the number of files threw me off. Which one should I download, and what's the purpose of the optional file? Also, if I want to keep music from another mod but replace specific sounds with yours, how would I do that?
    1. juanpa98ar
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      The optional files, maybe it is not very clear, are for Stardew Valley 1.5. The one you must download is the main file, if you are using the latest version of the game. 
      The mod does not replace the music but the ambient sounds (the ones that play after the music ends). If you want to remove those or any sound you don't like you can do it through the configuration using Generic Mod Config Menu.
  8. 5Max5
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    How do i disable the new sound effect, when you open or close your inventory, sounds very robotic? I cant find the toggle for that. Thank you
    1. juanpa98ar
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      Hello, it is the “Open Menu” option, there are two more sound options if you want to try them, otherwise you can simply disable it.
    2. 5Max5
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      Hi again, I tried all options and even disabled it, but nothing changed - the same robotic sound (I saved settings). The error started as soon as I updated the mod from 2. to 3.0.0.
    3. Gonzy42
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      Me pasa lo mismo. 
    4. kyokutan00
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      It works flawlessly on me, thanks for the update
    5. juanpa98ar
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      I think I know what the problem is, I forgot to mention that you should uninstall the previous version before installing this new one. You must delete the “Sounds of the Valley” folder and leave only the “[CP] Sounds of the Valley” folder and it should be fixed.
      All configuration changes are made from the main menu and start working when loading a game. 
    6. 5Max5
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      Thank you very much!
  9. NoahAuditore
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    I love your mod! I noticed that the modded ambient rain sound is the same regardless of whether I'm outdoors or indoors, whereas the vanilla game has what sounds like a slightly different rain sound when I'm indoors. Is it possible to make this mod work like the vanilla game but with your updated rain ambient sound?

    Also, I just wanted to check, is Sound Tweaker required for this mod or is Content Patcher required?

    Thanks for your hard work!
    1. juanpa98ar
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      Hi! I tried several ways but it is not possible for the modified rain to have that effect. As for Sound Tweaker, it is needed for sound effects only, CP does not offer all the customization that ST does. Have a nice day!
    2. NoahAuditore
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      Thanks for such a quick response! I think I managed to make the rain work. I don't know if this would work with your mod (I presume it would) but you're welcome to try it! I created a rain_outdoor.wav file and a rain_indoor.wav file (rain_indoor.wav is just rain_outdoor.wav with the pitch lowered using Audacity). Then I used the following code:
      {
        "Format": "2.3.0",
        "Changes": [
          {
            "Action": "EditData",
            "Target": "Data/AudioChanges",
            "Entries": {
              "rain_indoors": {
                "Id": "rain",
                "Category": "Ambient",
                "FilePaths": ["{{AbsoluteFilePath: assets/rain_indoors.wav}}"],
                "Looped": true
              }
            },
            "Update": "OnLocationChange",
            "When": { "IsOutdoors": false }
          },
          {
            "Action": "EditData",
            "Target": "Data/AudioChanges",
            "Entries": {
              "rain_outdoors": {
                "Id": "rain",
                "Category": "Ambient",
                "FilePaths": ["{{AbsoluteFilePath: assets/rain_outdoors.wav}}"],
                "Looped": true
              }
            },
            "Update": "OnLocationChange",
            "When": { "IsOutdoors": true }
          }
        ]
      }

      It's my first time making something like this so I'm not sure if it's written correctly but it seems to work!
    3. NoahAuditore
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      Thank you for the update! I noticed you gave the indoor/outdoor rain a go but it's commented out so maybe it wouldn't work or you were still working on it. I made some changes to the version I posted previously including having the rain and ocean ambience combined when at the beach. Here is the rain code I use (that works so far) edited to fit your naming conventions, I hope it works for you if you're interested in implementing :)

      {
        "Format": "2.3.0",

        "ConfigSchema": {
          "NewRain": {
            "AllowValues": "Simple, Dynamic, Disabled",
            "Description": "",
            "Default": "Dynamic",
            "Section": "Ambient Sounds: General"
          },
      "NewOcean": {
            "AllowValues": "true, false",
            "Description": "",
            "Default": "true",
            "Section": "Ambient Sounds: General"
          }
        },

        "Changes": [
      // Rain (Simple)
          {
            "Action": "EditData",
            "Target": "Data/AudioChanges",
            "Entries": {
              "JP98.NewSoundEffects_rain_outdoors": {
                "Id": "rain",
                "Category": "Ambient",
                "FilePaths": [
                  "{{AbsoluteFilePath: sounds/Ambient Sounds/rain1.wav}}"
                ],
                "Looped": true
              }
            },
            "When": {
              "Ambient Sounds": "true",
              "NewRain": "Simple"
            }
          },
          // Rain (Dynamic)
          {
            "Action": "EditData",
            "Target": "Data/AudioChanges",
            "Entries": {
              "JP98.NewSoundEffects_rain_outdoors": {
                "Id": "rain",
                "Category": "Ambient",
                "FilePaths": [
                  "{{AbsoluteFilePath: sounds/Ambient Sounds/rain1.wav}}"
                ],
                "Looped": true
              }
            },
            "Update": "OnLocationChange",
            "When": {
              "Ambient Sounds": "true",
              "NewRain": "Dynamic",
              "IsOutdoors": true
            }
          },
          {
            "Action": "EditData",
            "Target": "Data/AudioChanges",
            "Entries": {
              "JP98.NewSoundEffects_rain_indoors": {
                "Id": "rain",
                "Category": "Ambient",
                "FilePaths": [
                  "{{AbsoluteFilePath: sounds/Ambient Sounds/rain2.wav}}"
                ],
                "Looped": true
              }
            },
            "Update": "OnLocationChange",
            "When": {
              "Ambient Sounds": "true",
              "NewRain": "Dynamic",
              "IsOutdoors": false
            }
          },
          {
            "Action": "EditData",
            "Target": "Data/AudioChanges",
            "Entries": {
              "JP98.NewSoundEffects_rain_beach": {
                "Id": "rain",
                "Category": "Ambient",
                "FilePaths": [
                  "{{AbsoluteFilePath: sounds/Ambient Sounds/rain_beach.wav}}"
                ],
                "Looped": true
              }
            },
            "Update": "OnLocationChange",
            "When": {
              "Ambient Sounds": true,
              "NewRain": "Dynamic",
              "NewOcean": true,
              "LocationName": "Beach"
            }
        ]
      }
    4. juanpa98ar
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      Hi! Yes I had tried as you put it and it works fine, the problem comes if you have a lot of big mods installed like SVE, it consumes too much RAM and when exiting indoor/outdoor the game can freeze for a few seconds. The problem is in the Update OnLocationChange
  10. Egocntric
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    Could it be possible to port the sound effects to Custom Music? I ask this because Sound Tweaker It doesn't seem to work on Android.:((
    1. beomble
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      the file already exists
    2. Pathawee3347
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      Where is that file I have the same problem
    3. juanpa98ar
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      The current version for 1.6 does not require Sound Tweaker. If you use Stardew Valley 1.5, there is no version of the sound effects for Custom Music, only the ambient sounds. 
  11. matijawarrior
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    I'm loving the mod! Is there a way to use only ambient sounds without the effect ones for 1.6? Cheers and keep up the good work!
    1. juanpa98ar
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      Hi, there is currently no way to disable those sounds but I can check later to see what can be done. Are you looking to disable specific sounds or all of them?
    2. matijawarrior
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      Just to keep vanilla effects sounds while keeping your ambiance. Although switching them between on/vanilla/modded individually in mod config would be a great feature in future updates! But for now I'm just wondering if there's a way to keep your ambiance modded sounds with vanilla sound effects. If you know a way that I can extract the sounds from vanilla game and replace them in your mod folder, or a tutorial to point me to, would be more than fine with me. Cheers!
    3. Pandorica1012
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      I second this, I would love this to be customisable as some vanilla sounds I prefer to keep :)