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| A sound pack can be installed in the data/sound directory. data/sound/soundset.json contains a list of sound effects in the following format. | |
| { | |
| "sound_effects" : [ | |
| { | |
| "id" : "<sfx-id>", | |
| "variant" : "<sfx-variant>", | |
| "volume" : <volume>, | |
| "file" : "<file-name>" | |
| }, | |
| ... | |
| ] | |
| } | |
| Each sound effect is identified by an id and a variant. If a sound effect is played with a variant that does not exist in the soundset.json file, but a variant "default" exists, then the "default" variant is played instead. The file name of the sound effect is relative to the data/sound directory, so if the file name is set to "sfx.wav", the file must be placed at `data/sound/sfx.wav`. | |
| A full list of sound effect id's and variants is given in the following. Each line in the list has the following format: | |
| id variant1|variant2 | |
| Where id describes the id of the sound effect, and a list of variants separated by | follows. When the variants are omitted, the variant "default" is assumed. Where the variants do not represent literal strings, but variables, they will be enclosed in < >. For instance, <furniture> is a placeholder for any valid furniture ID (as in the furniture definition JSON). | |
| footstep default|light|clumsy|bionic | |
| explosion default|small|huge | |
| open_door <furniture>|<terrain> | |
| close_door <furniture>|<terrain> | |
| bash default | |
| smash wall|door|door_boarded|glass | |
| melee_hit <weapon> # note: use weapon id "null" for unarmed attacks | |
| fire_gun <weapon> | |
| reload <weapon> | |
| environment thunder_near|thunder_far|daytime|nighttime|indoors|indoors_rain|underground|WEATHER_DRIZZLE|WEATHER_RAINY|WEATHER_THUNDER|WEATHER_FLURRIES|WEATHER_SNOW |