The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

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Snake Eater on Ascent (Metal Gear Solid 3)
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Tags: Music
File Size
Posted
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19.058 MB
19 Dec, 2023 @ 3:29am
21 Dec, 2023 @ 9:12am
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Snake Eater on Ascent (Metal Gear Solid 3)

Description
COMPATIBLE WITH SOUNDTRACK MENU

Let's make this the greatest 10 minutes of our lives, Isaac.

Surprised no one ever had the same idea.

This mod replaces the music that plays during Ascent with the famous Snake Eater from Metal Gear Solid 3.

This is based around The Boss's version of Snake Eater with different layers that play depending on the current floor you have reached during Ascent.

There are two modes:
  • SIMPLE: The mod acts like a basic music replacement mod, useful if you encounter glitches.
  • DYNAMIC: The mod directly controls the Layers, allowing for more customization, and making for a more climactic experience.

NOTE If you don't hear the Snake Eater music, but rather another track, that doesn't mean that the mod is not working, but rather that a mod with a higher priority is also replacing the ASCENT soundtrack, and is therefore being overwritten.
Either Disable the mod or create a mod with high priority and put the files within resources/music/repentance/reverse inside of that new mod.
Alternatively you can use the file contained within this discussion to guarantee that music is not being overwritten.

Dynamic mode is slightly incompatible with mods that use the commands: MusicManager():Pause() and MusicManager():Resume().
If you are a mod creator and wish to add compatibility use SnakeEater:Pause() or SnakeEater:Resume() after executing the MusicManager commands.

The Force option can be used to prevent other music from playing whilst Snake Eater is playing, however it will inevitably cause the music to restart, unless the mod that changes the music implements a compatibility patch.
If you are a mod creator and wish to add compatibility check if SnakeEater and SnakeEater:IsPlaying() and SnakeEater.Settings.Force to see if the user does not want Snake eater to be interrupted.

If you are using Soundtrack Menu you can use the file contained within this discussion to reset the original repentance soundtrack when using Default
Popular Discussions View All (2)
0
19 Dec, 2023 @ 4:15am
PINNED: Bug Reports
Guantol
0
19 Dec, 2023 @ 4:10am
PINNED: Prevent Music from being Overwritten
Guantol
20 Comments
IllithidCrow 18 Apr @ 5:36am 
best paired with the eggman spiel for great effect :resmile:
sealbor 5 Mar @ 5:00pm 
with darkness and silence through the night
marshyy 23 Feb @ 7:39pm 
what a thrill..
Final 11 Feb @ 4:42pm 
Gotcha. I'll just disable soundtrack menu for now, as I haven't really been using it yet. Thanks again.
Guantol  [author] 11 Feb @ 4:31pm 
Ok, so that means that the mod thought it Snake Eater wasn't playing and so it left it up to the game.

If you still want to use Soundtrack Menu, you just need to make sure that Snake Eater is enabled as the soundtrack for ascent (I don't really know how to set tracks for individual songs, so you'll have to ask someone else).

Also there is a file in the Prevent Music from being Overwritten discussion so that if you use Soundtrack menu you can prevent Snake eater from overwriting the default repentance music
Final 11 Feb @ 4:25pm 
@Guantol Yeah, it enabled the vocals mid-song right as I entered Basement II.
Guantol  [author] 11 Feb @ 3:33pm 
@Final If you are using Soundtrack Menu then the mod only does it's thing when the current soundtrack is specifically set to "Snake Eater", otherwise the settings do not apply, as it believes it's not playing.

The Debug mode also displays the current soundtrack chosen in Soundtrack Menu (if enabled) and "Default" means that it is using the regular soundtrack used by the game.

But since this mod also overwrites the original soundtrack, the music was playing but the mod thought it was not and so it didn't do anything and simply let the game handle the soundtrack on it's own (which is the same as using Simple instead of Dynamic where Basement is always the trigger for vocals).

Just to confirm that this was the issue, did the game enable the Vocals the moment you reached Basement II (was being handled by the game) or after a while, when "What a Thrill" is being said (was handled by the mod)?
Final 11 Feb @ 2:44pm 
@Guantol Thanks for the quick reply. I tried out the debug mode and found that the Soundtrack Menu mod was overriding the debug text with its own "Default" message. After disabling soundtrack menu, both the debug text and the [dynamic + all floors] settings worked perfectly. Not sure if it was a compatibility issue or if I set something off myself through soundtrack menu.
Guantol  [author] 11 Feb @ 11:22am 
@Final Once you are done with testing remember to reset Debug = false
Guantol  [author] 11 Feb @ 11:20am 
@Final from my understanding you set the Vocals options to All Floors and it still plays only after basement II?

I tried but I don't really get this error. If you can, can you please open the mod's main.lua file and change edit the first line to be: local Debug = true

Then once you are in Ascent check if you see the words Vocals at the bottom of the screen.

To help with testing you can press the number 9 on the keypad to go to ascent faster (only if Debug = true)