Valheim
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aedenthorn

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288 comments

  1. Wiandar
    Wiandar
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    The console doesn't work with this mod anymore.
    I checked, it's 100% this mod
  2. xQuartier
    xQuartier
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    +1 on the comments below, Custom Audio is now completely broken
  3. adomorph000
    adomorph000
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    This is my fovorite necessary, holy mod, please update the mod T-T, i cant hear grupo marrano el ansioso when i fight.
  4. Memphis27
    Memphis27
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    After the last Valheim update (0.217.46), this mod breaks background ambient sounds (like crypts, caves, wind sounds, etc.) They just don't play with installed Custom Audio. But the music still works.
  5. gyrofalcon
    gyrofalcon
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    On todays update of Valheim (0.217.46), I get this error in my console with mod v 1.5.1:

    [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
    Stack trace:
    CustomAudio.BepInExPlugin+AudioMan_Awake_Patch.Postfix (AudioMan __instance, System.Collections.Generic.List`1[T] ___m_randomAmbients, UnityEngine.AudioSource ___m_oceanAmbientSource, UnityEngine.AudioSource ___m_windLoopSource) (at <30a33bd122f74b3e99e06d945d8098cd>:0)
    (wrapper dynamic-method) AudioMan.DMD<AudioMan::Awake>(AudioMan)
  6. TumataasAraw
    TumataasAraw
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    There is a problem with the music "location_dvergrtower", for some reason the original soundtrack is playing instead of my music.
    1. XutzBR
      XutzBR
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      Have  you found the solution for this?
  7. vistascape
    vistascape
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    how do i do if i just want the meadows music regardless of place?
  8. BelzeWasTaken
    BelzeWasTaken
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    Music works, but SFX doesn't.
    I can play my songs in said biomes, but I cannot change the enemies sounds
    Structure is SFX/Skeleton/sfx_skeleton_hit.wav for example. yet it will still use the vanilla one.
    and your discord is dead
  9. Sacredshocks
    Sacredshocks
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    How do I get different songs to play for Day/Night for each Biome? Meadows has for some reason been a big problem. Also is it possible to have different songs play with different weather events happening? Thank you in advance.
    1. Hilltigger
      Hilltigger
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      Short answer: yes. I am doing this. The way I did it using the ExpandWorld pack and this custom audio mod. In the Environments.yaml and biomes.yaml files created (found in Config\ExpandWorld folder), I would look at what each biome/environment music file is/was created and then just put the corrosponding folder in the CustomAudio folder. Drop what music (or multiple tracks) I want in the folder. So yes, both are possible. For some specifc biomes, I "borrow" the music folder and add extra layers of ambience to create more intense weather sound layers or ambience for the biome. For instance, extra forest sound layering in the forest, or blowing tundra sounds in the DeepNorth instead of music (or both). Even if you don't use the ExpandWorld to modify things, I found it much easier to navigate/determine what audio I could replace. I could literally look in the file, Find WinterClearNight environment, see what music it was using and create the folder in the CustomAudio subfolder, drop my favorite music/sounds in that folder and it worked. Hopefuilly this makes sense. I'm not a coder, but made this work quite well.
  10. Hilltigger
    Hilltigger
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    Before I start down this rabbit hole too far, anyone determine if you can use "non-vanilla" music/SFX if it doesn't exist? I have created eight custom biomes and want specific music/ambience/sfx for them. So far, I've "cheated" it by setting a vanilla music, etc. and it works. However, I would really like custom audio unique to each non-vanilla biome. Anyone smarter with this than I willing to comment or am I just pipedreaming?