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[plugin] BoneSoundFromAssetBundle

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[plugin] BoneSoundFromAssetBundle
DESCRIPTION

Audio files can only be loaded in asset bundle format.

This plugin was created with reference to MacGruber LogicBricks’ SoundFromAB and AudioReverb, as well as everlaster SoundFromAssetBundle.

The feature set is quite extensive. It creates an audio source, and when you select a character bone, the audio source stays attached to that bone.

You can also select the native mouth source for lip-sync support.

Audio reverb is also supported, and you can load up to eight sound asset bundles.

If the features stopped there, it might have felt a little plain. But that’s not the case.

It also includes sound FX features.

You can choose from styles like Robot, Phone, Radio, Intercom, and more to create voice modulation effects.

What it does is ultimately limited to post-processing, adding noise, and outputting the result through filters.

The original voice itself still plays as-is. It’s closer to creating a fake FX effect using chorus and other reverb-like effects.

The only part that directly affects the voice in a realistic way is filtering out certain frequency ranges with Low Pass and High Pass filters. That seems to be the practical limit.

(Real-time voice modulation would basically require embedding a full encoder-level system… and there’s no way we can put something like that into a game that already suffers from heavy CPU bottlenecks.)

How to Use

Add the CS to a Person model and select a bone.

Load the audio asset bundle you want to use, finish the settings, and then play the voice through external storables.

Below is the list of assets used as references.

LogicBricks

MacGruber

https://hub.virtamate.com/threads/logicbricks.2379/page-4#post-98981

SoundFromAssetBundle

everlaster

https://hub.virtamate.com/resources/soundfromassetbundle.47658/

The code related to splitting features into group tabs was referenced from moyashi post-processing plugin.

https://hub.virtamate.com/threads/post-processing.42942/

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POSTEDJun 4, 2026
ARCHIVEDJun 4, 2026