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I won't know off the top of my head because I can't look at the game files at the moment. But what I would do is to pull up Notepad++ if you're using that for coding, do Find in Files, search in the Don't Starve Together > Data folder and search PlaySound. This will be a big list, but it will show you all the sounds played in the game. From here you should be able to find where the walking sound is played from (there will be several different ones since they change depending on the surface such as snow and webs). I would do this first, then see how we could potentially prevent the sound from activating.

Edited by RedHairedHero

See: scripts/stategraphs/SGwilson.lua  &&  scripts/worldtiledefs.lua

Specifically: DoFoleySounds, DoEquipmentFoleySounds, DoMountedFoleySounds being used in the states  &&  PlayFootstep

 

If you want to just silence the player since it's now a gas ball all together, you can merely:

playerentityhere.SoundEmitter:SetMute(true or false)

 

Editing the stategraph can be a bit of a pickle for newer modders, so the easiest route is to merely silence the player all together.

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