Okay so, a folder (on startup for the first time) should be made in Bomb Rush Cyberfunk_Data/StreamingAssets/Mods/BombRushSFX/SFX/, this is where you put all your sfx.
If you're going to depend on BombRushSFX, you can instead put your SFX in BepinEx/Config/BombRushSFX/SFX, instead of the mods directory in streamingassets.
I like to organize in folders, but you don't have to.
Get your audio files.
- AIF(F)
- IT
- MOD
- MP2
- MP3
- OGG
- S3M
- WAV
- XM
- FLAC
And put them in that folder.
I'm going to replace red's jumping voice.
Create a new text file, it can be named anything.
Now go into this file, and find what collection you want to replace. For voices, it'll be prefixed with "Voice"
Mine would be "VoiceMetalHead"
Which is ID 44
So that means I would put this in the first line
collection: 44
Then to tell the game what my audios in the same folder are called, I would create something like this
collection: 44
audios: jump1.ogg, jump2.ogg, jump3.ogg, jump4.ogg, jump5.ogg, jump6.ogg, jump7.ogg
Finally, we need to find the type of audio the collection will contain, and that would be our voice jumps.
Hop into the ID file again, and find VoiceJump-
which is id 489
and add the final line
collection: 44
audios: jump1.ogg, jump2.ogg, jump3.ogg, jump4.ogg, jump5.ogg, jump6.ogg, jump7.ogg
id: 489
Then you're done!
If all works it should look like this
Launch the game, and you should have your custom SFX.
(Oh btw, you can have more than one txt file for sounds in the same folder, and you can use the same collection twice. It'll just add a new audio type to that collection)
And in the txt files, if a line starts with a # it is a comment.
Like so (it will be ignored)
# 44 is the id of VoiceMetalHead in the code
collection: 44
audios: jump1.ogg, jump2.ogg, jump3.ogg, jump4.ogg, jump5.ogg, jump6.ogg, jump7.ogg
# 489 is VoiceJump
id: 489
If you replace VoiceMetalHead (or any collection really) as a collection, you will remove all base game sounds in that collection. So they wont play in game.