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Download Audio Plus 1.2.1 (https://bitbucket.org/modmafia/audio-plus/downloads/Audio_Plus_1.2.1.7z)
Download Mirror (https://drive.google.com/file/d/1qpE6LxEKRPMsRGXPHphDYdN-3a9Sz557/view?usp=sharing)
Git Repository (https://bitbucket.org/modmafia/audio-plus/src)
About
This mod adds music from numerous mods and sources and compiles them together for an optimal playing experience. Also included are updated sounds for several vanilla weapons.
Track List
- Atmospheric Rise (Blackrock, by Cycerin)
- Blackrock (Blackrock, by Cycerin)
- Stellar Rust (Blackrock, by Cycerin)
- Seeking Answers (Blackrock, by Cycerin)
- Starsea (Blackrock, by Cycerin)
- Ambush (Exigency, by Psiyon)
- Catastrophic Systems Failure (Exigency, by Psiyon)
- Cloak and Dagger (Exigency, by Psiyon)
- Condottiere (Exigency, by Psiyon)
- Dead Gods (Exigency, by Psiyon)
- Desolation (Exigency, by Psiyon)
- Dyson Sphere (Exigency, by Psiyon)
- Exigency (Exigency, by Psiyon)
- Fear Machine (Exigency, by Psiyon)
- The Flagship (Exigency, by Psiyon)
- Fusillade (Exigency, by Psiyon)
- Hostile Waters (Exigency, by Psiyon)
- Mobilization (Exigency, by Psiyon)
- Panic (Exigency, by Psiyon)
- Relics (Exigency, by Psiyon)
- Skeleton Crew (Exigency, by Psiyon)
- Sovereignty (Exigency, by Psiyon)
- Stellar Remnant (Exigency, by Psiyon)
- Time-Sensitive (Exigency, by Psiyon)
- Undying Legacy (Exigency, by Psiyon)
- Unidentified Contact (Exigency, by Psiyon)
- Unknown (Exigency, by Psiyon)
- Veiled in Dust (Exigency, by Psiyon)
- Expanse (Mayorate, by Kazi)
- Nebula (Mayorate, by Kazi)
- Steel Rain (Mayorate, by Kazi)
- Running Dark (Tiandong, by Psiyon)
- Labyrinthine Nebula (Star Federation, by MesoTroniK)
- A Dreaming Sky (Shadowyards, by MesoTroniK)
Credits
Development: Dark.Revenant
Music: Psiyon, Cycerin, Kazi, and MesoTroniK
Sound Effects: Cycerin
Change Log
Version 1.2.1 (February 3, 2024):
- Updated for Starsector 0.97a
Version 1.2.0 (May 10, 2023):
- Updated for Starsector 0.96a
- Added music track from Star Federation (credit to MesoTroniK): Labyrinthine Nebula
- Added music track from Shadowyards (credit to MesoTroniK): A Dreaming Sky
- Significantly more differentiation between music tracks that play near the core worlds, out in non-core space, and in hyperspace
- Tweaked volume balance
Version 1.1.3 (March 29, 2021):
- Updated for Starsector 0.95a
- Migrated version file to custom host (sigh)
Version 1.1.2 (July 8, 2020):
- Updated for Starsector 0.9.1a
- Marked utility
- Added new music track for BRDY: Atmospheric Rise
- Migrated version file to BitBucket
Version 1.1.1 (November 16, 2018):
- Reverted Thumper, Mjolnir, and Heavy Mauler to vanilla sfx
- Works in Starsector 0.9a
Version 1.1.0 (June 10, 2017)
- Added two new music tracks for BRDY: Seeking Answers and Starsea
Version 1.0.4 (June 4, 2017)
- Updated for Starsector 0.8.1a
- Reverted Devastator Cannon and Phase Lance loop sounds
Version 1.0.3 (April 23, 2017)
- Updated for Starsector 0.8a
- Improved Devastator Cannon sound
Version 1.0.2 (March 26, 2017)
- Added phase lance sound
- Updated Exigency sounds
Version 1.0.1 (April 22, 2016):
- Fixed mod ID
Version 1.0.0 (April 15, 2016):
- Initial release
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How do you make sure this mod has music priority over other mods?
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Sounds and music actually merge, making order of operations largely irrelevant. Just in case, the next update will have ZZ at the start though.
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Download Audio Plus 1.0.1 (https://www.mediafire.com/?1n7hq7u48ncxs6q)
Download Mirror (http://www.sc2mafia.com/Starsector/Audio%20Plus%201.0.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.
Change Log
Version 1.0.1 (April 22, 2016):
- Fixed mod ID
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Does this supercede MusicLib?
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I'm loving all these new mods, Revenant! It's gonna be hard to keep track of all of them, tho. If only they could all be tied up into one big supermod that basically everyone who uses any mods would immediately and then permanently use because they are just as much a part of the Starsector feel as the base game itself at this point
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You're a real funny guy.
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Does this supercede MusicLib?
Yes
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This mod make the Mauler sounds better. it sounded like *boop* *boop* *boop* in vanilla. Now it got a more explosive and stronger sound thanks to this mod.
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You're a real funny guy.
Funny how? Like I'm a clown? Like I'm here for your amusement? I'm amusing to you?
What the **** is so funny about ME!?!
j/k, it's a classic scene from Goodfellas (The book 'Wiseguys' is even better). I couldn't resist.
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Download Audio Plus 1.0.2 (https://bitbucket.org/modmafia/audio-plus/downloads/Audio%20Plus%201.0.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Audio%20Plus%201.0.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.
Change Log
Version 1.0.2
- Added phase lance sound
- Updated Exigency sounds
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Welcome... to the future!
Download Audio Plus 1.0.3 (https://bitbucket.org/modmafia/audio-plus/downloads/Audio%20Plus%201.0.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Audio%20Plus%201.0.3.7z)
Git Repository (https://bitbucket.org/modmafia/audio-plus/src)
We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.
Change Log
Version 1.0.3
- Updated for Starsector 0.8a
- Improved Devastator Cannon sound
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Is there a way to find all the tracks on the web?
There is one in particular with an angelic choir that I really enjoy. (\Audio Plus\sounds\ilk\music/nebula.ogg)
Give cred to Mayorate for that one.
Edit: Never mind, it struck me I can just extract them from the files, but a web repository would be good to have
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This...sound great.
Not only that, but what can be done with it.
If I read the wiki correctly, the features enabling custom tracks for factions, even specific systems, etc.. .. all of this is WIP and doesn't work yet,...or?
Track types
Interaction dialog tracks
Handled by vanilla, we don't care about this
General tracks
Neutral, friendly, hostile
[b] System-specific tracks
Neutral, friendly, hostile[/b]
Only occur in specific star systems, e.g. Corvus can have its own tracks
[b] Combat tracks
Mild, moderate, intense[/b]
Thinking of calling them moderato, allegro, presto for fun
Victory/defeat tracks
Hyperspace tracks
Probably uniform everywhere in the Sector (i.e. doesn't change music when approaching a system held by a specific faction)
Planet tracks
Someday, not supported in current proposal
Seems like a bad idea anyway, would come and go really fast...
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The combat music player technically already works, although I've done no testing for handling of different factions or implemented fleet type modifiers.
Campaign music player: Currently has a bug where if doesn't resume the track it was previously playing when the player starts and ends an interaction dialog (instead plays a new track). Also IIRC I haven't tested system-specific tracks.
(If you want to mess with it, look in the musicPlayer git branch)
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What about system-specific music?
It's odd in that I don't see HOW this is implemented. Tehere is no .jar or .java script that I see.
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Mandatory update...
Download Audio Plus 1.0.4 (https://bitbucket.org/modmafia/audio-plus/downloads/Audio%20Plus%201.0.4.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Audio%20Plus%201.0.4.7z)
Git Repository (https://bitbucket.org/modmafia/audio-plus/src)
We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.
Change Log
Version 1.0.4
- Updated for Starsector 0.8.1a
- Reverted Devastator Cannon and Phase Lance loop sounds
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Added BRDY's new music!
Download Audio Plus 1.1.0 (https://bitbucket.org/modmafia/audio-plus/downloads/Audio%20Plus%201.1.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Audio%20Plus%201.1.0.7z)
Git Repository (https://bitbucket.org/modmafia/audio-plus/src)
We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.
Change Log
Version 1.1.0
- Added two new music tracks for BRDY: Seeking Answers and Starsea
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Sweet heavens... Instantly a must-have mod on my list. That soundtrack is breathtaking. Really fits Starsector atmosphere.
And holy carp, those weapon sounds. Shooting the Autopulse laser or Heavy Mauler never had such impact before. Are you planning to update other weapons? Like the assault gun family? Assault Chaingun in particular feels a lot weaker ever since the official sounds were overhauled.
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Is that Cabal track others have mentioned (and said they really like) in this?
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Minor update for 0.9a.
Download Audio Plus 1.1.1 (https://bitbucket.org/modmafia/audio-plus/downloads/Audio%20Plus%201.1.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Audio%20Plus%201.1.1.7z)
Git Repository (https://bitbucket.org/modmafia/audio-plus/src)
We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.
Change Log
Version 1.1.1:
- Reverted Thumper, Mjolnir, and Heavy Mauler to vanilla sfx
- Works in Starsector 0.9a
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it took me a long time to figure out that the reason I couldn't find my favorite track in the SS OST is that it's actually this mod -- Black Rock's Stellar_Rust, which is an excellent track.
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it took me a long time to figure out that the reason I couldn't find my favorite track in the SS OST is that it's actually this mod -- Black Rock's Stellar_Rust, which is an excellent track.
I agree, it's the perfect dark ambient track that symbolizes the outer reaches of the sector really well.
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Tagged for 0.9.1. No update required!
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thanks very much for this mod
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Mirror is down :)
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for some reason the mod wont show up in the launcher have never had this issue before
but I do know that I've played with your mod some while ago before and rlly loved it so I'd be glad if there could be a way to fix this
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A new music track for you guys!
Download Audio Plus 1.1.2 (https://bitbucket.org/modmafia/audio-plus/downloads/Audio_Plus_1.1.2.7z)
Download Mirror (https://drive.google.com/file/d/1WQd-DNN_6MFGnv2djCP8IczHz179rsDB/view?usp=sharing)
Git Repository (https://bitbucket.org/modmafia/audio-plus/src)
We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.
Change Log
Version 1.1.2:
- Updated for Starsector 0.9.1a
- Marked utility
- Added new music track for BRDY: Atmospheric Rise
- Migrated version file to BitBucket
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Please move this off of bitbucket so VersionChecker will find it again
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I am not going to update a mod with such a huge download size solely for Version Checker. If you want a new version file badly enough, just paste this over the old one:
{
"masterVersionFile":"http://www.sc2mafia.com/Starsector/version/audioplus.version",
"modName":"Audio Plus",
"modThreadId":10985,
"modVersion":
{
"major":1,
"minor":1,
"patch":2
},
}
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Huge download? Uh, is it 1990 or something?
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It's matter of perspective, also not everyone can dedicated their free time for modding and make sure everything run fine 100%.
Let's respect DR or any other modder's decisions regarding their mods.
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Some people are not as privileged as you or me.
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After doing a bit of testing with this mod to debug another, I realized something: It sounds like only the autopulse actually had its sounds changed.
In the config, it reads as if the mjolnir, mauler, and thumper should all have changed, yet they sound the exact same, and changing their volume/pitch in the config does absolutely nothing.
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Another mod you're using is probably overwriting those weapons.
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Another mod you're using is probably overwriting those weapons.
Nope, I checked your mod files; you forgot to add mjolnir.wpn and shredder.wpn (as well as mauler.wpn) to reassign the sound effects.
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Another mod you're using is probably overwriting those weapons.
Nope, I checked your mod files; you forgot to add mjolnir.wpn and shredder.wpn (as well as mauler.wpn) to reassign the sound effects.
All three of those specific cases were reverted back to vanilla because the vanilla sounds were improved at some point. I kept the sounds in Audio Plus in case some mod wanted to use them.
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Another mod you're using is probably overwriting those weapons.
Nope, I checked your mod files; you forgot to add mjolnir.wpn and shredder.wpn (as well as mauler.wpn) to reassign the sound effects.
All three of those specific cases were reverted back to vanilla because the vanilla sounds were improved at some point. I kept the sounds in Audio Plus in case some mod wanted to use them.
Got it, thanks for clarifying.
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Love the addition of combat music and how it makes campaign music less repetitive with new tracks.
A question on the mod: if a track file is deleted will there be a "hole" in the music loop or will the game just naturally play another track? What if one is added?
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Love the addition of combat music and how it makes campaign music less repetitive with new tracks.
A question on the mod: if a track file is deleted will there be a "hole" in the music loop or will the game just naturally play another track? What if one is added?
It'll crash. The sounds all have to be enumerated in data/config/sounds.json. If a sound isn't there, it won't be played. If a sound is listed there but the actual file isn't present, the game crashes.
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Love the addition of combat music and how it makes campaign music less repetitive with new tracks.
A question on the mod: if a track file is deleted will there be a "hole" in the music loop or will the game just naturally play another track? What if one is added?
It'll crash. The sounds all have to be enumerated in data/config/sounds.json. If a sound isn't there, it won't be played. If a sound is listed there but the actual file isn't present, the game crashes.
Oh, thanks for the explanation. Seems fairly easy to modify.
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Basic update for the new Starsector version!
Download Audio Plus 1.1.3 (https://bitbucket.org/modmafia/audio-plus/downloads/Audio_Plus_1.1.3.7z)
Download Mirror (https://drive.google.com/file/d/1Q85RHbjsFWLiwkrQq5arFQWtKwaJSm8N/view?usp=sharing)
Git Repository (https://bitbucket.org/modmafia/audio-plus/src)
We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.
Change Log
Version 1.1.3:
- Updated for Starsector 0.95a
- Migrated version file to custom host (sigh)
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Great collection of soundtracks.
Is it possible to adjust the volume level of the added music? Some of the tracks are so loud compared to the vanilla ones, that I had to disable the mod.
Thanks!
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Is there a way to add my own absolutly legally obtained music to the track list?, id like to know how
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Great collection of soundtracks.
Is it possible to adjust the volume level of the added music? Some of the tracks are so loud compared to the vanilla ones, that I had to disable the mod.
Thanks!
Is there a way to add my own absolutly legally obtained music to the track list?, id like to know how
Look in data/config/sounds.json. New file entries can be added to the desired lists, and their volumes changed.
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i can never play starsector, vanilla or no, without this mod bc it has the most important part of the game; stellar_rust.ogg
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Another mod you're using is probably overwriting those weapons.
Nope, I checked your mod files; you forgot to add mjolnir.wpn and shredder.wpn (as well as mauler.wpn) to reassign the sound effects.
All three of those specific cases were reverted back to vanilla because the vanilla sounds were improved at some point. I kept the sounds in Audio Plus in case some mod wanted to use them.
I still believe the modded sounds are way better than vanilla.
I tried adding them in but... weird stuff happens. I've ripped the vanilla .wpn files and placed them in the appropriate audio plus directory. I've then edited those .wpn files to replace the sound references with those from the mod.
What happens is that, this works and replaces the sound, but now all of a sudden Mjolnir thinks it's got 4 barrels instead of two. While firing, it splits its two barrels down the middle and alternates animating the recoil of the half-pieces.
Same thing happens with Heavy Mauler, with it splitting its single barrel into two and alternating the two halves while firing.
I'm seriously baffled. I'm working with vanilla weapon files from the current version and I've literally didn't touch anything whatsoever except for the fire sound audio line.
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.....thank you for telling me the name of that file
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What happens is that, this works and replaces the sound, but now all of a sudden Mjolnir thinks it's got 4 barrels instead of two. While firing, it splits its two barrels down the middle and alternates animating the recoil of the half-pieces.
Same thing happens with Heavy Mauler, with it splitting its single barrel into two and alternating the two halves while firing.
I'm seriously baffled. I'm working with vanilla weapon files from the current version and I've literally didn't touch anything whatsoever except for the fire sound audio line.
It's merging the fire point offset tables.
Long story short: don't copy the full weapon files, the copies in Audio Plus should only contain the fire sound lines.
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What happens is that, this works and replaces the sound, but now all of a sudden Mjolnir thinks it's got 4 barrels instead of two. While firing, it splits its two barrels down the middle and alternates animating the recoil of the half-pieces.
Same thing happens with Heavy Mauler, with it splitting its single barrel into two and alternating the two halves while firing.
I'm seriously baffled. I'm working with vanilla weapon files from the current version and I've literally didn't touch anything whatsoever except for the fire sound audio line.
It's merging the fire point offset tables.
Long story short: don't copy the full weapon files, the copies in Audio Plus should only contain the fire sound lines.
That worked. Thank you! Weird, I was looking at the .wpn files in the previous versions of this mod - they have the full contents of the vanilla versions, with just the sound line altered - I've assumed it has to be the same, but apparently not.
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Love this mod! So much so that I added more mods' music to it, so I can enjoy even more variety.
One suggestion: the market music that plays when you're docked and messing around with ship loadouts, etc, gets quite old after awhile, since there are only two variations of the same track.
So, what I did was copy the campaign music list you made, and duplicated it for friendly and neutral markets. So much better now!
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I know this hasn't had a Reply for a while. But i wanted some help on how i add the Music/Themes onto the Player Faction? I did find a guide but i CTD whenever i attempt to write in Exigency for example, in the Player.Faction settings.
Thanks.
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I know this hasn't had a Reply for a while. But i wanted some help on how i add the Music/Themes onto the Player Faction? I did find a guide but i CTD whenever i attempt to write in Exigency for example, in the Player.Faction settings.
Thanks.
The music entries in the .faction file need to match a properly defined faction music definition in data/config/sounds.json. Look at e.g. how hegemony.faction's tracks are defined in the vanilla sounds file. If you're still having trouble, post your file.
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There seems to be no custom/special faction themes lying around after looking and testing for a while now. Therefore, i cannot add them in and i just CTD if i dare to attempt it even. Otherwise the music and sounds generally play fine.
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The music sounds great! Thank you for your work.
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Does this mod work with the custom battle music mod? https://fractalsoftworks.com/forum/index.php?topic=24663.0
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You know what would be cool ?, if the mod tells what music is playing atm. great mod tho !
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Loving the mod, I would like it even more if there was an option to never have the campaign music interrupted. Right now the music changes when you go from hyperspace to a solar system (or vice versa), when you open your fleet/inventory screen, dock at a colony, interact with another fleet, etc. I like the music but hate that it gets interrupted every 20 seconds.
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Would be cool to add this entire playlist for exploration
https://www.youtube.com/watch?v=eZvcEsHwEOA&list=OLAK5uy_nBtgoFduNb8dySoW_QM2wv419ub9V8yZg&index=5
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Fantastic mod! I love it, it adds a lot to the game to have more musical variety.
Some suggestions for later updates:
- MP3 support
- An easier way to add your own music to the mod (I can edit jsons like anyone else but...) Procedural playlist generation for anything in specific folders, maybe?
- Automatic volume balancing to sync the music to the volume level set in settings.
- Jukebox controls
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Added two new tracks and rearranged the music!
Download Audio Plus 1.2.0 (https://bitbucket.org/modmafia/audio-plus/downloads/Audio_Plus_1.2.0.7z)
Download Mirror (https://drive.google.com/file/d/1E511J6he5s0e63b4sMUr6pzuCst4OhpQ/view?usp=share_link)
Git Repository (https://bitbucket.org/modmafia/audio-plus/src)
Change Log
Version 1.2.0:
- Updated for Starsector 0.96a
- Added music track from Star Federation (credit to MesoTroniK): Labyrinthine Nebula
- Added music track from Shadowyards (credit to MesoTroniK): A Dreaming Sky
- Significantly more differentiation between music tracks that play near the core worlds, out in non-core space, and in hyperspace
- Tweaked volume balance
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Hmm after installing the mod some sounds seem to be "missing". Moving an item from storage is one of them and also assigning a skill during officer promotion also seems missing.
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Hmm after installing the mod some sounds seem to be "missing". Moving an item from storage is one of them and also assigning a skill during officer promotion also seems missing.
This mod does not replace those sounds. You probably have an unrelated issue.
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Possible, but its really only happening when I activate your mod.
Nevermind, seems like whatever the issue was wasnt related to a mod at all.
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How much of an impact on loading times and memory usage does this mod have? This is one of the most filesize-heavy mods out there, and Starsector has a nasty habit of keeping stuff loaded into memory even when it's not in use, so I'm wondering if stuff is loaded as-needed or all at the start.
Also, what contexts do the songs play in, if they're derived from other mods?
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This is SOOOOO good - thanks!!
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could you add an ability to set main menu soundtracks? thanks for the amazing mod anyway, i have about a hundred new tracks put in by myself and it works spectacularly.
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Just a version update.
Download Audio Plus 1.2.1 (https://bitbucket.org/modmafia/audio-plus/downloads/Audio_Plus_1.2.1.7z)
Download Mirror (https://drive.google.com/file/d/1qpE6LxEKRPMsRGXPHphDYdN-3a9Sz557/view?usp=sharing)
Git Repository (https://bitbucket.org/modmafia/audio-plus/src)
Change Log
Version 1.2.1:
- Updated for Starsector 0.97a
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could you add an ability to set main menu soundtracks?
i have found that i am able to do this through copying bits of sounds.json of the core game about 1 week ago. this is epic.
if anybody is insterested on how to do this, this is what i added to the mod's sounds.json and after 3 fixes it worked.
this one is for main menu
"music_title":[
{"file":"ShapeMemoryAlloysRemix.ogg","source":"sounds/custom/campaign","volume":0.24},
],
this one is for salvaging
"music_survey_and_scavenge":[
{"file":"Closer.ogg","source":"sounds/custom/events","volume":0.80},
],
it's important for everything to be in
"music":
bracket or it won't work. cheers.
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excellent to see this mod keeping up with the times
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The mod is excellent! Thank you, dear creator!
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Can anyone tell me where I need to plant this mod file? I cant seem to find the place to put it. Putting it in mods doesent seem to do the trick