Thank you so very much for this. I like to sneak around at night and I am very sensitive to sound, so when those sounds would fire off I would literally be squinting my eyes, and they happened so frequently it seemed. This makes the nights much more pleasant and way more immersive for me. Thank you so so much. I am very appreciative.
Hello, thank you for your hard work. Is there a way of removing the constant ambient loop of bird noises from the forest biome? I haven't figured out a way to do it
Hey, can I get rid of wasteland biome ambient sfx using this? I'm recording a playthrough set entirely in the wasteland and I don't want to annoy viewers with the repetitive sfx lol
HEllo :) Just open LIST_wastelandOnlyBiomeSounds.txt & LIST_mixedBiomeSounds.txt in folder \AmbientSoundsCustomizer\Remove\_HelpLists Copy any soundname(s), open \AmbientSoundsCustomizer\Remove\LIST_Remove.txt and paste the name(s) there.
But most of the annoying sounds, even those in the wasteland, are already in the LIST_Remove.txt list
Hello, this mod is a sound manager. Do I need to set up the files myself for it to take effect? Or has this mod already modified something? My friend is very afraid of exploring buildings alone. In a seemingly empty house, when you walk to a certain location and suddenly zombies wake up, they appear from the ceiling, wardrobe, or behind the sofa. Can I control the sound effect of zombies waking up or modify it? If I can't express myself clearly, I'm sorry. I'm using translation software
Hello :) Unfortunately, my mod is not suitable for this. My mod only changes/removes ambient sounds, such as the wind, or wolf howls (even though there are no wolves there), birdsong and ambient music pieces. But not direct sounds that zombies make. Those are not ambient sounds.
You need another mod that removes the Zombie Sounds.
Open Mods\AmbientSoundsCustomizer\Remove\LIST_Remove.txt and add this at the end: a_wind_burnt_light_lp a_wind_burnt_medium_lp a_wind_burnt_heavy_lp a_windgust_burnt_light1 a_windgust_burnt_light2 a_windgust_burnt_light3 a_windgust_burnt_light4 a_windgust_burnt_medium1 a_windgust_burnt_medium2 a_windgust_burnt_medium3 a_windgust_burnt_medium4 a_windgust_burnt_heavy1 a_windgust_burnt_heavy2 a_windgust_burnt_heavy3 a_windgust_burnt_heavy4
Start it (AssetRipper.exe), then File/Open Folder and open the 7D2D Main folder. It takes a while.. Then click Export/Export all Files and choose/or create a Folder. (for example export it in a folder on the Desktop) It takes a while.. After exporting you can find the sounds here: ExportedProject\Assets\Resources\sounds\ambient_loops\ ExportedProject\Assets\Resources\sounds\ambient_oneshots (ignore the .meta files)
I think the sound of a tree falling and the sound of a tree hitting the ground are harsh, and the sound of the wind in the wilderness from time to time is also harsh, did your mod remove these two sounds?My English is machine translated, sorry about that
I also find it very loud when a felled tree falls to the ground. I don't know why no attention was paid to ensuring that the sounds matched in volume. Unfortunately, this sound is not ambient. My mod only changes ambient sounds, i.e. passive sounds in the background.
About the wind... I haven't put that on the list because it doesn't bother everyone. But if it bothers you, then put all the sounds that have "windgust" in the name on the list "LIST_Remove.txt". Or replace it (just put a .ogg or .wav file, same filename, in the folder "Replace").
Here are the sounds as a zip file: https://drive.google.com/file/d/1njWlxMpkjxbdcWOmBg6Ob8jZBA_9Y_NZ/view?usp=sharing
I found the relevant code for treefall and trunkbreak in the sound.xml file, I set their maximum volume to 1, as for the wind that suddenly sounded in the wilderness, it looks like your mod worked and now it seems to be gone. Changing the sound.xml directly can cause some trouble, but my ears feel much better and I have a backup of the original files.If only I could know a little bit more about programming code, I could just make mods to get those sounds without changing the original files of the game. Thanks for your reply!
Yes, all sounds, except the ambient sounds, can be changed via the sounds.xml. That's the reason why I created this mod, so that we can also change ambient sounds.
I've also created a lot of small mods for myself, including for quieter tree felling, but I'll have to check whether they all still work for 1.0.
As far as I know, you can't change the volume directly in sounds.xml. Instead, you have to create completely new sounds (as a .unity3d file) and then assign them in sounds.xml.
I've seen that mod before, and it should indeed solve the noise of broken and falling trees, but unfortunately I can't open that download address. There's also the sound of gusts of wind in the wilderness, which still exists, and it seems that your mod doesn't contain that sound, and I didn't find the relevant code in sound.xml, by the way, changing the volume in sound.xml is useful after experimentation, and after I changed the maximum volume to 0, the sound of the tree breaking and falling disappeared directly. Thank you very much for your help and reply!
What's hilarious is that the exact same sound file is being utilized in wildly different circumstances in 7 Days, the latest example being the same sound file used when a zombie hits the player as is used when a zombie hits a vehicle, which is new to 1.0. And I can't help but laugh out loud when that spindly little tree from video games, circa 1998, is felled and makes the exact same sound as a fully grown tree falling.
Sound design is being severely neglected in favor of visuals, imo. This is not unique to 7 Days, but is far more noticable in 7 Days than any other game I've played lately.
Thank you so much for the mod, Shaklin. I imagine I'm going to be spending an awful lot of time with these files even if just to preserve my sanity. :)
"I uploaded the files like you said, but so far I haven't heard any at night. Can I also add them during the day, and if so, how? Either way, I'll keep testing because I love the idea of your mod."
"I'm sorry if I'm not making myself clear, I'm using a translator."
For animal sounds, for example, the best would be: AmbientSoundsCustomizer\Add\mysound.wav AmbientSoundsCustomizer\Add\mysound.txt (and in there any AudioObject, for example Night_Sounds)
For the day: AmbientSoundsCustomizer\Add\mydaysound.wav AmbientSoundsCustomizer\Add\mydaysound.txt (open it and write as AudioObject: Day_Birds_Loops)
Not all sounds work the same. In my example(Day_Birds_Loops), just for another sound for birds chirping, the game randomly chooses what it plays. If your sound is not played, you have to wait for the next loop (day) in the game. Or you replaced them instead of adding new ones.
Oneshots sounds may be more appropriate. But it could be different here too. With the AudioObject Night_Sounds the game selects a random sound and plays it. But if you use the AudioObject Dusk_Stingers (that's the sound when it gets dark at 10pm) for example, the game plays them all one after the other.
Maybe it would be better in your case if you simply replaced a sound file?
Discord I use very rarely, you can add me on Steam: https://steamcommunity.com/id/shaklin/
I don't know if you've thought about this, and I hope you see it but...
Have you asked The Fun Pimps about sharing the audio files from the game? While they are likely pretty chill about this, it might be a good idea to give them a heads up and ask, explain the purpose of your mod and why you are hosting these 'annoying' sounds for download.
They are cool sometimes, but I agree some of them feel like they get overplayed/too loud etc and they quickly lose their shock value when you realize they're just ambient and aren't an actual zombie.
Appreciate the work on the mod, super good QoL improvement here. Just don't want to see it/you get into trouble with TFP who have always been pretty good about letting modders mod, and even hosting modding topics directly in their forums.
Hello :) Well, if you look closely, the whole Nexusmod site is full of files from games :) Even xml files have been taken from the game, modified and distributed on Nexus. But I understand what you mean, thanks. I removed the link from the description!
85 comments
A kind of playlist with atmospheric tracks.
So just add this into the LIST_Remove.txt:
a_birds_lp1
a_birds_lp2
a_birds_lp3
\AmbientSoundsCustomizer\Remove\_HelpLists
Copy any soundname(s), open \AmbientSoundsCustomizer\Remove\LIST_Remove.txt and paste the name(s) there.
But most of the annoying sounds, even those in the wasteland, are already in the LIST_Remove.txt list
If I can't express myself clearly, I'm sorry. I'm using translation software
But not direct sounds that zombies make. Those are not ambient sounds.
You need another mod that removes the Zombie Sounds.
Open Mods\AmbientSoundsCustomizer\Remove\LIST_Remove.txt and add this at the end:
a_wind_burnt_light_lp
a_wind_burnt_medium_lp
a_wind_burnt_heavy_lp
a_windgust_burnt_light1
a_windgust_burnt_light2
a_windgust_burnt_light3
a_windgust_burnt_light4
a_windgust_burnt_medium1
a_windgust_burnt_medium2
a_windgust_burnt_medium3
a_windgust_burnt_medium4
a_windgust_burnt_heavy1
a_windgust_burnt_heavy2
a_windgust_burnt_heavy3
a_windgust_burnt_heavy4
I want to stop it from playing, but i'm having trouble figuring out which sound file it is.
I use the AssetRipper, but the old one 0.3.4.0:
https://github.com/AssetRipper/AssetRipper/releases/tag/0.3.4.0
But you can use any other tool for Unity Games.
Start it (AssetRipper.exe), then File/Open Folder and open the 7D2D Main folder.
It takes a while..
Then click Export/Export all Files and choose/or create a Folder.
(for example export it in a folder on the Desktop)
It takes a while..
After exporting you can find the sounds here:
ExportedProject\Assets\Resources\sounds\ambient_loops\
ExportedProject\Assets\Resources\sounds\ambient_oneshots
(ignore the .meta files)
I also find it very loud when a felled tree falls to the ground.
I don't know why no attention was paid to ensuring that the sounds matched in volume.
Unfortunately, this sound is not ambient. My mod only changes ambient sounds, i.e. passive sounds in the background.
About the wind... I haven't put that on the list because it doesn't bother everyone.
But if it bothers you, then put all the sounds that have "windgust" in the name on the list "LIST_Remove.txt".
Or replace it (just put a .ogg or .wav file, same filename, in the folder "Replace").
Here are the sounds as a zip file:https://drive.google.com/file/d/1njWlxMpkjxbdcWOmBg6Ob8jZBA_9Y_NZ/view?usp=sharing
That's the reason why I created this mod, so that we can also change ambient sounds.
I've also created a lot of small mods for myself, including for quieter tree felling, but I'll have to check whether they all still work for 1.0.
As far as I know, you can't change the volume directly in sounds.xml. Instead, you have to create completely new sounds (as a .unity3d file) and then assign them in sounds.xml.
https://7daystodiemods.com/loud-sounds-lowered/
A lot of sounds are quieter now.
I just tested it and it seems it works fine. Except its file ModInfo.xml
You need an updated version:
https://drive.google.com/file/d/1bwawBDiLVM39V22vI48q0jN-ZHxKW1K9/view?usp=sharing
(just override it)
Sound design is being severely neglected in favor of visuals, imo. This is not unique to 7 Days, but is far more noticable in 7 Days than any other game I've played lately.
Thank you so much for the mod, Shaklin. I imagine I'm going to be spending an awful lot of time with these files even if just to preserve my sanity. :)
"I'm sorry if I'm not making myself clear, I'm using a translator."
how exactly did you add a sound to Night?
For animal sounds, for example, the best would be:
AmbientSoundsCustomizer\Add\mysound.wav
AmbientSoundsCustomizer\Add\mysound.txt (and in there any AudioObject, for example Night_Sounds)
For the day:
AmbientSoundsCustomizer\Add\mydaysound.wav
AmbientSoundsCustomizer\Add\mydaysound.txt (open it and write as AudioObject: Day_Birds_Loops)
Not all sounds work the same.
In my example(Day_Birds_Loops), just for another sound for birds chirping, the game randomly chooses what it plays.
If your sound is not played, you have to wait for the next loop (day) in the game.
Or you replaced them instead of adding new ones.
Oneshots sounds may be more appropriate.
But it could be different here too.
With the AudioObject Night_Sounds the game selects a random sound and plays it.
But if you use the AudioObject Dusk_Stingers (that's the sound when it gets dark at 10pm) for example, the game plays them all one after the other.
Maybe it would be better in your case if you simply replaced a sound file?
Discord I use very rarely, you can add me on Steam:
https://steamcommunity.com/id/shaklin/
Have you asked The Fun Pimps about sharing the audio files from the game? While they are likely pretty chill
about this, it might be a good idea to give them a heads up and ask, explain the purpose of your mod and why you
are hosting these 'annoying' sounds for download.
They are cool sometimes, but I agree some of them feel like they get overplayed/too loud etc and they quickly lose their shock value when you realize they're just ambient and aren't an actual zombie.
Appreciate the work on the mod, super good QoL improvement here. Just don't want to see it/you get into trouble with TFP
who have always been pretty good about letting modders mod, and even hosting modding topics directly in their forums.
Peace
Even xml files have been taken from the game, modified and distributed on Nexus.
But I understand what you mean, thanks. I removed the link from the description!