Caves of Qud

Caves of Qud

Custom Soundtrack - 300 tracks!
176 Comments
Jac 5 Jul @ 7:49pm 
Hearing the wild arms theme violently sent me back to my childhood, 10/10 will always use this mod
Moosh 4 May @ 1:25pm 
Downloaded this mod JUST to remove that one song with the insane horns and drums, kills my ears. So far I'm liking the vibes this mod provides!
Mosni 7 Apr @ 9:23am 
@Gokudera ElPsyCongroo got it! Thanks man)
Gokudera ElPsyCongroo  [author] 7 Apr @ 3:37am 
@Mosni Heya, don't stress over it too much, you can just include credits and links to original work and that will be appreciated!
Mosni 7 Apr @ 3:06am 
Hey, I’m working on a mod that includes characters from another game. Do I need any kind of permissions from anyone for this? Like, how did you handle stuff like this when using tracks or assets from other movies and games? Just wanna make sure I don’t mess things up.
Karl 10 Mar @ 12:50pm 
game crashing on launch with this installed. hit play on steam and coq.exe stops responding during launch
Indigo Cactus 11 Feb @ 8:34am 
Woo! I did, after about two hours of searching (made me nostalgic for the first times I played qud tbh since I used this mod) find the song I was looking for. Eneomaos Machine Tower if anyone was curious. Excellent song, and works great in the place it plays, Grit Gate!
Gokudera ElPsyCongroo  [author] 11 Feb @ 8:32am 
@Indigo Added the option to display track names on zone entry. When entering a zone and changing screens, if new music is about to play you'll see in your log "Now playing: <author> <title>".
Will update in a minute.
Gokudera ElPsyCongroo  [author] 11 Feb @ 6:17am 
Thank you so much for your appreciation of the mod! That's exactly the feeling I wanted to revive when creating it, playing Mystery Dungeons in my childhood long until the night and leaving the console open to lose myself in the music. So cozy :)
Indigo Cactus 11 Feb @ 6:10am 
Thanks! Can't play Qud anymore without the mod, but that means I get a lot of unfamiliar songs stuck in my head from less-than-obvious places.
Gokudera ElPsyCongroo  [author] 11 Feb @ 5:53am 
@Indigo The file UserTracklist.cs has every track location. Generic underground tracks can be found with Ctrl + F for "Underground_Tier". Underground of set locations like Bethesda Susa can be found in the location name.

I'll actually add an option to display track filenames in the message log on entry, it's been asked multiple times and previous way I used to point people to was inefficient.
Indigo Cactus 11 Feb @ 5:42am 
Is there a place I can see the tracklist? I have one of the underground tracks stuck firmly in my head and wish to figure out what it is.
Gokudera ElPsyCongroo  [author] 10 Feb @ 11:33pm 
@Wraith Tested the method, alas it seems to be used for other purposes and not be able to free memory used for streaming sounds… See my answer to your issue on github for more details
[TTT] Wraith 10 Feb @ 8:12pm 
@Gokudera I've opened an issue on the github, I think I know how you can solve it. Basically I don't think the game ever unloads sounds from mods, probably because they weren't expecting them to have so much sound.
Gokudera ElPsyCongroo  [author] 10 Feb @ 1:32pm 
@Wraith I have 16gb of ram too and many mods installed so the crash could be specific to some machines and configurations. You could try playing for a while with all other mods disabled to make sure it happens at the impulse of mine.

If you want to look into it in code:
ModAudioEntry is not from my mod, yeah. Neither is the use of Unity's DownloadHandlerAudioClip nor web requests. The only way I interact with the audio engine is by directly importing Qud's SoundManager.PlayMusic() on zone load. I use Harmony patching to directly inject code before or after any base game method, which in this case lets me change the music on the fly. And to find what to call or modify, I read Qud's source code. You can use Harmony patching and careful code diving to pretty much do anything.

A good start is this tuto [wiki.cavesofqud.com], to know how to decompile and read the source code and more info about patching in the article about Harmony.
[TTT] Wraith 10 Feb @ 3:09am 
@Gokudera it happened again, it was fairly deep into a play session and again when music changed, specifically stiltgrounds -> desert: https://limewire.com/d/3f1ba5a4-ca94-4cb4-a925-1c1d3b8731a8#NExxQsavdlXvrALmnH7JiebeS4VgoEonvSHAWg94q9w

How much RAM do you have? I'll probably uninstall clever girl if it's safe to do so.

I'll keep an eye on consumed memory over a period of time. From briefly looking at the github, I suspect the only way to prevent the crash is to compress the audio, as it might be a bug in Qud itself (assuming "ModAudioEntry" is from them). They may not be disposing the resource correctly. Both crashes have happened in an area which I didn't spend much time in, so it could be related to if the audio track changes before the WWW request is completed.

I can help if you'd like, if you point me to where you touch Qud's API and maybe where you got the info for what to call.
Gokudera ElPsyCongroo  [author] 9 Feb @ 6:03am 
@Wraith I don't use low-level methods nor web requests in the code but I noted the game can crash sometimes to such memory leaks, especially when using multiple heavy mods. I recently did a full 1.0 playthrough with 80 mods enabled including Clever Girl and crashed only a few times in 40ish hours, mostly in long sessions. It shouldn't happen frequently.

If you have it happen consistently send me your Player.log file through file.io (always before starting the game again after the crash to prevent overriding the log)
[TTT] Wraith 8 Feb @ 9:36pm 
Just crashed upon entering a new zone. It looks to be a memory issue, it states that the system is out of memory. Are you using a web request to download music or is that coming from FMOD? The stacktrace in the crash log points to "AudioModule::CreateAudioClipFromWWW". I've gotten crashes from Clever Girl + You Already Know The Plan + cave spider and it looks like they might also be running out of memory. I have 16GB, sitting idle Qud uses half of that.

Disable preloading of sounds is ticked.
Gokudera ElPsyCongroo  [author] 27 Jan @ 10:20am 
@Mmm Good call, I'll fix the description. It's checked by default, at least on my pre 1.0 copy. If it wasn't I'd get a looot more crash reports.
Mmm 27 Jan @ 6:40am 
It is not "Disable music preloading" its "Disable preloading of sounds" and it was off by default. At least, I never touched debug options.
geras 26 Jan @ 11:51am 
@Gokudera ElPsyCongroo must've been some sketchy interaction between other mods and yours then, however I only enabled and disabled this mod at that time. Thanks for checking!
Gokudera ElPsyCongroo  [author] 26 Jan @ 10:36am 
@geras Just tested that on a new save with unvisited markers and could disable the mod, relaunch the game, and continue the save without issues. So probably not caused by my mod.
geras 26 Jan @ 5:27am 
Disabling this mod on a save seems to nuke all unvisited places on the world map. The markers are still there, but there's nothing when you enter the parasang. It also duped all the Barathrumites at the Grit gate where I disabled the mod.
Marko X 7 Jan @ 9:58am 
Ah I had a wee hope when I saw the update! Thank you, will give it a good spin today.
Gokudera ElPsyCongroo  [author] 6 Jan @ 8:58am 
@Marko
Update: Added the option to switch between the mod's music and vanilla. When switching it, currently playing music will change to the corresponding one for the location. Will upload it in a minute
Gokudera ElPsyCongroo  [author] 5 Jan @ 10:15am 
Yeah, from your log you have the "disable music preloading" option unchecked. Go to options, check it, restart your game and you're good to go
Gokudera ElPsyCongroo  [author] 5 Jan @ 9:08am 
Will check it out soon. Do you have the debug option "disable music preloading" checked?
KneeKo 5 Jan @ 9:04am 
I'm still crashing when using this modpack. I'm not sure if this is going to help: https://file.io/hMubukBQvMkB
Marko X 4 Jan @ 5:44pm 
Could you add a setting that allows one to switch between this mod's music and the OST in game? It would be nice to hear the OST at will when going to regions we have not played many times or to prevent other soundtracks from being overridden, ie Hearthpyre's chosen settlement music. Removing and reinstalling the mod as desired doesn't seem like a good solution.
Gokudera ElPsyCongroo  [author] 25 Dec, 2024 @ 6:13am 
They are .mp3 files but yeah, had reports from other players that custom music doesn't work on Mac and Linux/Steam Deck. We tried many things but it has to be a vanilla Qud issue. I gave up trying to make the mod work for these platforms
Big Head Zach 25 Dec, 2024 @ 5:53am 
Not hearing these songs when playing on my Macbook pro. What format are they in, and is it different from the base game music? No crash, they just don't play (while the base game songs still do).
Gokudera ElPsyCongroo  [author] 22 Dec, 2024 @ 6:46pm 
Update:
- Fixed tracks swapping too quickly in underground, due to an oversight in my code that expected an entire strata of underground to have a single tier, resetting the timer when switching between two screens of different underground tiers. So you were right @Indigo Cactus, music switching too quickly underground was a bug and my mistake. I apologize for the inconvenience.

- Also added tracks to the Girsh Nephilim cradles
- Fixed a filename typo
Gokudera ElPsyCongroo  [author] 18 Dec, 2024 @ 4:49pm 
Update:
- Reduced and tweaked the crossfade to smooth out transitions without cutting the start of tracks
- Normalized and equalized the volume of all tracks to mitigate the risk of being jumpscared, especially by boss music
- Audio quality should be a tad bit better on high end devices

Since this update edits every track available in the mod, it'll make you redownload every music file - shouldn't be any errors in filenames but let me know if any problem occur
Gokudera ElPsyCongroo  [author] 7 Dec, 2024 @ 7:33am 
Update: After a review of the new vanilla sountrack, I added one of the new overworld tracks to a location's playlist and added the random starting village music. Still unspoiled about potential new 1.0 content but I think one of the late Tomb of the Eaters themes would fit a lot, if what I suspect the new content has is true... We'll see.
Gokudera ElPsyCongroo  [author] 6 Dec, 2024 @ 12:21pm 
Well, your log doesn't show a crash... And it shows that you only have 24 custom audio files, as opposed to the 300+ of this mod. You need to upload the file with the mod enabled and preferably after you crashed
KneeKo 6 Dec, 2024 @ 12:06pm 
I play on Windows 11. For the file: https://file.io/f3Z86f8K9j1s
Gokudera ElPsyCongroo  [author] 6 Dec, 2024 @ 11:58am 
Do you play on Windows or Mac/Steam Deck?
Can you send me your Player log [wiki.cavesofqud.com] file through this site [www.file.io], I'll take a look
KneeKo 6 Dec, 2024 @ 11:37am 
Yup! Still getting the same thing. I am guessing it's conflicting with a mod, but I was under the impression this is merely editing a playlist and adding some music, so I'm not sure what mod could possibly conflict with this.
Gokudera ElPsyCongroo  [author] 6 Dec, 2024 @ 10:41am 
@Havoc Just continued a run earlier today without crash, so it's possible you're on an outdated version of the mod. Unsubscribe and resubscribe and let me know if it happens again
KneeKo 6 Dec, 2024 @ 9:27am 
This mod instantly crashes my game. First time was when I activated it, and then after that the game crashes immediately on start-up.
Milky 6 Dec, 2024 @ 5:31am 
So happy with this mod - hearing the smooth jazz tunes when I trek back to Joppa to rest feels so immersive and calming, makes you imagine the waterplants in the breeze and a lazy sunset; thank you for making it! Excited to use this on my 1.0 run! :Joblin:
Gokudera ElPsyCongroo  [author] 5 Dec, 2024 @ 11:42am 
Looking at it, there's actually less new tracks than I thought. Rolling the previous update back. Will manually add the ones I like soonish instead.
Gokudera ElPsyCongroo  [author] 5 Dec, 2024 @ 9:55am 
Following the release of 1.0 and the many new tracks sprinkled within, music is now rolled on zone entry: 50% chance to be either from this mod or from vanilla.

I will probably add my favorite vanilla tracks more seamlessly to the relevant modded tracklists in the future.

Thanks to the devs, in particular unormal/Alphabeard for their support all these years.
Gokudera ElPsyCongroo  [author] 22 Nov, 2024 @ 10:35am 
@Indigo No worries!

Yes you're right the timer prevents the constant changing of tracks in a single location, an Historic Site for example. But it intentionally resets between two locations since every one has a different tracklist. For example if you switch between a Desert Canyon screen to a Salt Marsh one back and forth, music will change instantly even if you listened 5 seconds of the previous. Since regular underground has different tracklists depending on their tier, I agree it can feel strange if you descend very quickly between different tiers underground but there shouldn't be too many occasions to do that - spiral borer, Girsh cradles and Eyn Roj are ones that come to mind but tiers span multiple floors.

So yeah it's intentional since I think it wouldn't make sense if the timer retained your previous track independently of your previous location. You would end up in situations where you'd listen to the Tomb of the Eaters music in Omonporch for example...
Indigo Cactus 22 Nov, 2024 @ 10:11am 
@Gokudera ElPsyCongroo It's not out of the question my music knowledge isn't good enough to properly describe the issue, and it's a subjective thing, so I can't exactly offer a log. It's just that some adjacent locations (especially underground) will have different music and it can switch about as fast as you change screens, even if you go back and forth. If this is intentional, it's a bit strange, but not a huge deal - I just assumed the "timer" was supposed to prevent the constant changing of tracks.

And I should have clarified I love the Antibirth music, I think a lot of it fits fairly well. I just thought I'd mention it since, in such a large list of songs (at least if I was making it) it might not be easy to recognize. Presumably the PMD music fits great too, but I've barely played that series so I don't recognize most of it.

Cheers! :steamthumbsup:
Gokudera ElPsyCongroo  [author] 22 Nov, 2024 @ 10:03am 
@Wootey Thank you for your comment, I'm very happy that this mod which at the end of the day is tailored to my tastes and feel of the different places, could bring joy to some and maybe many.

@Indigo Could you clarify what problem you found about the timer or crossfade? What you're describing looks like a bug. Crossfade and timer are different features so is it about one or both?
For example do tracks stop and start too quickly or? When switching locations or not? In what types of locations if any?

About Antibirth it never occured to me that there would be too many tracks from it, especially since many are spread out in relatively rarer locations that makes them unlikely to be heard back to back!
It occured to me about Mystery Dungeon though, as there are 9x more PMD tracks than Antibirth ones (yes 9x!) but it's a conscious decision being the series that made me seek and discover Caves of Qud and other roguelikes.
Indigo Cactus 22 Nov, 2024 @ 7:53am 
This mod is awesome, but - there is a pretty heavy reliance on Binding of Isaac Antibirth tracks. Just thought I'd point it out in case it didn't occur to you.

They're great songs and surprisingly fitting, though they can get a little old. Not as old as the vanilla Qud tracks, though. I just wish there were more songs...this mod is a great step towards that, so I have little to complain about it.

Well, okay, I guess I SHOULD mention that some songs have pretty strong openings, and the timer/crossfade fix in the description either doesn't work or doesn't work enough. It can be annoying to have a bombastic opening to a song start, then stop, then start again as you try and work between two screens. However this doesn't ruin the mod for me, because I personally find it hilarious.
Wootey 4 Nov, 2024 @ 1:27am 
I honestly can't play the game without this any more. You really did a great job matching songs to locations.
Gokudera ElPsyCongroo  [author] 25 Jul, 2024 @ 5:07pm 
Thank you @Luna Lightfoot and @raanlir for your heartwarming comments :) I discovered Toy Soldiers during a dark period of my life, I couldn't help but place it in the remnants of thriving civilizations. I'm happy it brings you joy.

@Komnenos Yeah it seems other mods that comprise music files are also not compatible with Steam Deck/Linux. It has to be a base Qud problem...

@navyrob @I AM THE CREAM I'll add a way to disable/enable/add your own tracks directly ingame in the future. Not now though, so definitely explore the mod files or unsubscribe if some tracks are ear cancer to you.
Luna Lightfoot 21 Jul, 2024 @ 11:16am 
Hello again. I commented in November that this was my favorite COQ mods, and it still is! I've been listening to Toy Soldiers off and on again, and wow, for a mix of video game soundtracks that has only a single English track, what a choice! Thank you so much for keeping up with the mod and supporting those having difficulties with it. Your community thanks you. Much love.