Stardew Valley
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aedenthorn

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aedenthorn

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About this mod

Allows you to create wav file replacements for most sound effects in the game.

Requirements
Permissions and credits
This mod allows you to create content packs with wav files that override the game's sound effects.


Content Pack Creation

  1. Install this mod.
  2. Install the Example Content Pack mod from the optional files.
  3. Edit the manifest.json in the content pack to your name, description, etc. Leave stuff you don't understand alone. Or just leave it alone, this step is optional.
  4. Edit the wavebank.json file in the content pack, adding entries for each sound effect you want to replace (see below).
  5. Place a .wav file in the content pack's assets folder corresponding to the value you put for each wav file in wavebank.json.


Wave Bank Format

The format for wavebank.json is:


{
  "wavebank":{
"<SoundEffectName1>":
[
  "<WAVFileName1a>",
  "<WAVFileName1b>",
],
"<SoundEffectName2>":
[
  "<WAVFileName2>"
],
etc.
  }
}


SoundEffectNameX must match an actual in-game sound effect. I've included a list from SDV 1.2 I found somewhere in wavebankFULL.json. That file has codes that correspond to the in-game WaveBank sounds, which you can unpack with unxwb if you want to modify them directly.

To find the name of a specific sound effect, you can turn on VerboseLog in the config.json file and watch what the SMAPI log tells you when a sound is played.

WAVFileNameX can be whatever you want, just make sure you have a wav file with that name in the content pack assets folder. Multiple wav files for each effect means the mod will choose one at random each time the effect is played.

You can also optionally just create a wavebank.json file in the main mod and put your wav files in its assets folder.


Notes
  • Do not use this mod as a music replacement. Bad things will happen. Same goes for anything ambient, or that involves gradual pitch changes like that fishing sound.
  • wav files must be compatible with XNA specifications:
  •  "The formats supported are: 8-bit unsigned PCM16-bit signed PCM24-bit signed PCM32-bit IEEE float PCMMS-ADPCM 4-bit compressedIMA/ADPCM (IMA4) 4-bit compressed" ¯\_(ツ)_/¯
  • Pitch and volume may not work 100%, though they seem to work generally, even with the flute block. If there's any 3D spatial audio in SDV, find a ten foot pole.

Requires SMAPI, uses Harmony.

Source code is available at https://github.com/aedenthorn/StardewValleyMods/