[SoundPack] CO.AG SoundPack (v1.1_02-Mar-19) + (Only the Music) Alternative Addon



I was working hard these last months in my free time mastering the audio, compressing the tracks for keep a neutral and pleasant volume, preserving and improving the audio quality, adding transitions, testing the playlist order… Remixing all of it was a harsh business, but very satisfying at the end (btw, like all of the good things in this life, wink wink, nods nods 8D). Here we go:


  • Cinematic terror Atmosphere, dark ambient, melancholic, classic CDDA Post-Apocalyptic feel, dark haunting, deep meditative, suspense, slow ambient, pulsating backgrounds, darksynth, immersive ambient, instrumental. The feeling of this soundpack can be compared with other games and films like: Fallout, Alien Isolation, S.T.A.L.K.E.R., Metro, Silent Hill, Neo Scavenger, Resident evil, The Book Of Eli.


  • I want to create the best dramatic and immersive post-apocalyptic atmosphere for CDDA with this soundpack, with high quality music and sounds.

  • I also want to create a useful Soundpack for CDDA content creators from YouTube and Twitch. CO.AG Soundpack has royalty free music with attributions (CC-BY) and can be used in YouTube videos or Twitch live streamings, giving proper credits at the original composer, in this case CO.AG. The actual tracks remixes was made by me to fit in the game. (More info about this license inside the Soundpack folder + attributions). https://creativecommons.org/licenses/by/4.0/


  • No more annoying loud backgrounds with loud sound spikes. (Every track now has the same balanced decibels, reworked frequencies, noise was removed and loud spikes eliminated)

  • No more overlapping rain or enviromental sounds in the music anymore, no more strident sounds or dramatic volume increases anymore which breaks the immersion (I hate this).

  • No more happy dreamland music (this is the end of the world, the cataclysm, happy music is completely out of place).


  • 26 New songs, more than 1h:40m:00s of immersive music. (87MB of music) (every track was compressed to save space but preserving quality at 50%-50%)

  • RRFSounds Included in the SoundPack (This is temporal) Why RRFSounds? It’s very popular, one of the most used and in my personal opinion it has the best balance of sounds.


  1. Download the CO.AG Soundpack from here (Multiple Options):
  • WARNING FOR UPDATES: (if you are going to update the soundpack from v1.0 to v1.1 delete the previous folder called “CO.AG SoundPack” completely, Then copy the new folder). This is important, many changes have been made, several files was deleted and the name of all files has been changed.


  • [Music Only]: CO.AG SoundPack [Music Only] Alternative Addon: (For those who want to use another soundpack (for example: “2ch soundpack”) but want to add the CO.AG music to it):


  • [Music + Sounds]: CO.AG SoundPack v1.1 (02-Mar-19) Complete Version (WIP):


  • Nexus Mods: CO.AG SoundPack v1.1 (02-Mar-19) Complete Version [Music+Sounds] and the CO.AG SoundPack [Music Only] Alternative Addon. Both can be found in NexusMods too:

Old Versions:

  • Google Drive: (Old Version) CO.AG SoundPack v1.0 (27-feb-19):



  1. Unzip the archive with WinRar, 7-Zip or WinZip. Doing “unzip here” you get the mod folder you need directly, called: “CO.AG SoundPack”.

  2. Copy the folder: “CO.AG SoundPack” inside your [sound] folder, located in /data/sound. (DO NOT confuse with “CO.AG SoundPack (v1.1_02-mar-19)”)

  3. Launch the game, go to options, in [General] go at the bottom of the page and choose the CO.AG SoundPack. (Image of reference and volume recommendations):

I highly recommend set your music volume at one of these levels for a better experience:

  • 40% - 45% - Low.
  • 50% - Gently.
  • 55% - Perfect.
  • 60% - Max.

In my case, I have 90% sound and 55% music. It works very well.

Q & A:

  • Why the name “CO.AG”?

It is the name of the music composer and producer, as a legitimate recognition of his authorship, I think it is fair to give his name. This soundpack was born thanks to his music, the sound effects will came later.

  • Why 26 tracks?

Some tracks has short duration (2:30m, 3:00m, 3:30m) in this way the songs changes more frequently and the soundtrack becomes more dynamic and less repetitive. The playlist was extremely studied trying to find the perfect transition between tracks which maintains a pattern similar to: calm-tension-terror-calm-tension-terror.

  • Are you going to continue working in this SoundPack?

Absolutely yes, the first chapter is gone, now the second starts. This means that I will work on the sound effects from now on. First will be environmental sounds, I want to give priority to the atmosphere for the game.

  • The sounds that you will add further in the soundpack will be “Royalty Free”?

Is a big YES, that’s the idea too with this project.

  • Will CO.AG Soundpack be added to the CDDA-Launcher?

I really hope so! There is a request on the way to add it to the CDDA-Launcher.

(I honestly believe that this guy deserve it, he’s sharing his work with the whole world).

CO.AG Facebook

CO.AG YouTube Channel

CO.AG Patreon


Special thanks to:

  • CO.AG - (For his impressive music and for share it freely with the world, thank you so much!)
  • Douglas Rattmann - (for the guidance, thank you).
  • RRFSounds - (For the temporal sound replacer, thanks)
  • To all of you @'s who creates CDDA content in YouTube and Twitch, thanks for the effort, the passion and for your time, this SoundPack is the way to say thanks to all of you.

Any feedback, suggestions or bug reports are really appreciated.

CO.AG SoundPack (Only the Music) Alternative Addon: as an alternative option for those looking for total customization of their game. This addon can be merged with other soundpacks (for example: “2ch soundpack”)

CO.AG SoundPack v1.1 (02-Mar-19)

– New sounds with multiple variations for: steps: (barefoot, dirt, grass, metal, water, tarmac)
– New Alarm sound.
– New smash sounds: (hit metal, hit wood)
– Large explosion sound volume has been slightly reduced (destroy the abominations!, not your ears!)
– Multiple changes in the soundset.json. All files names edited, expanded sound variations, fixed some loud volumes.
– Moving on to this Obstacle sound is now deaf (now the sound is the same as the ground on which the character is walking).
– All the audio tracks renamed for future updates.
– Removed old audio tracks that will never be used again to reduce the weight of the soundpack.

CO.AG SoundPack v1.0 (27-feb-19)

– Release


Have you checked 2ch soundpack?


Yes, it’s good. I have something similar in mind for the CO.AG SoundPack.


First thing to get from this soundpack is remove sound of “Moving on to this __________ is slow!”. Cause just go to the forest and you gonna hear it over and over and over yet again. I suggest you mute this sound.


You mean the step over grass sound? Yeah agree with you, it’s from RRFSounds. it’s going to be changed in the next update, and some enviromental sounds too. trying to preserve the atmosphere with this, loud noises in a loop are not good.


Couldn’t part of that be alleviated with multiple grass sounds so it’s not just a single loop? Not sure if that’s a thing that’s available but it’d make sense. I’ll be giving the sound pack a try and seeing how it is.


“Moving on to this __________ is slow!” has same sound for everything. Table, long grass, water, etc. Everything what has this message when you walk over it gonna have this sound.


I think Kevin mentioned how he’d like to add sound packs to the default launcher, but with how they were set up, It would most likely bug the launcher while it launches the game (Or something related to the coding of the launcher, forgot what he said exactly, but it was something along the lines of messing with the coding, or the files were incompatible with changing the launcher).


How much does this add exactly? Just music or does it also add lots of in-game sounds too? I’d love to get a soundpack for my android version, just want to step off on the right foot.


Kevin wanted sound. But it would require the pack not be infringing or remixing or copying from licensed sources.

In any event. The old chesty soundpack seems fine even on new game experimentals. I thank you for new crap though.


thanks guys!. I will try to answer all the doubts as soon as possible. I also want to add a Dev-Roadmap right at the bottom of the thread, so you can see what I’m working on right now. I want to make it clear, as I said in the main thread, all the music is royalty free and the sounds that will be added in the next updates will also be royalty free.

I do not want to run with this because I’m looking for the best possible audio quality, plus there is a process of remixing and editing later for every single audio track neccesary for fit well into the game.

That is a good idea, yeah is another good option. The problem with this sound right now as @SomeDeadGuy says: is that this sound is the same every time you step on tall grass, over a table, or any other obstacle, like a generic sound. It would be interesting if “stepping-over-obstacles” can be separated into different categories for differentiate between for example: when climbing a table, or when you pass through tall grass. Right now it uses a generic group made by 3 sounds for every single obstacle ingame.

Indeed, and it’s getting annoying so it will be removed. Another option is to add a new set of sounds, variations with soft volumes, but yeah this sound is annoying, sounds like dragging a heavy backpack every time you step on any obstacle.

This from my point of view is worrying, I would like it to work in the launcher, it is the most convenient way for users to download and install the soundpack, it is also the best way to handle updates. I would like to know more about this, I have sent a request to remyroy’s github to add the soundpack to the list and waiting right now for an answer.

This version has 26 new songs (more info about it in the main thread), the sounds are temporal replacement from RRFSounds. What exactly means “temporal”? means that all the sounds are provisional and will be replaced. The soundpack right now has both, sounds and music.

Thanks! As said, all the music and sounds will be completely royalty free. and was explained in the main thread. This is one of the main objectives with this soundpack, create a full royalty free soundpack with good quality sounds and high quality soundtrack.


i have once created an ambient horror BGM for C:DDA but i forgot the place where i upload it…

i would like to help though with BGM music.

nope… i found it again…


Damn, the file size isn’t a joke… Literally, its too huge for mobile users to use XD


:smile: that’s what i thought… for the mobile user its a big file. so i made the PC first…
Mobile phone will be added later after i got some grip on requirement.


“Moving on to this Obstacle” sound is now deaf (now the sound is the same as the ground on which the character is walking. much better now). :slightly_smiling_face:

I’m working now in Environmental sounds, (will be added in the next update (v1.1), I hope this weekend) here some changes:

  • New walking sounds (9 variations per each): walk on grass, walk on dirt, walk barefoot, gear jiggle, walk on metal, walk on tarmac and walk on water. The annoying obstacle sound was removed.

  • New Ambience and weather sound effects (I’m studying the variations right now).

  • New smash sounds with multiple variations for metal, doors, glass, trees, vehicles, walls and so on.

  • New Alarm sound


Make sure to keep us updated!


Yes! Finally! Thank you for your hard work! :smile: The sound effect for moving over tall grass gets old quick.


I was gonna ask about how to install on android with ES, but I woukd doubt most people woukd know


I play CDDA on Android, i can help you. You download the CO.AG file above. Open up ES File explorer, go to downloads, unzip the file, you should get a file named CO.AG Sound pack, then click the “move to” option on ES, move the file to the sound folder under, Android/Data/CleverRaven.Cataclysm/Files/Data/Sound.


Nvm just being stupid as heck, time to figure out this tileset now
Oh god, just turned a simple trash fire into a dumpster fire, tried moving the whole thing into mods (didn’t work) the moved it to a new folder, moves the contents into the file containing mxotto+_Deadpeople, which replaced a bunch of stuff, and the going into a game I got a code error that said the xotto+ tile wasn’t working, skipped problem, and now my games stuck in ascIII, and I accidently deleted every file in that folder…