Sounds and Music Events¶
Character audio comes from four places, in rough order of how often you will use them:
| Source | Where | Use it for |
|---|---|---|
| Default sound sets | Sounds section, character selected | Everything routine: running, jumping, attacking, dying. |
| Hit box sounds | Each hit box | One attack that needs a specific impact sound. |
| Logic events | Play Sound / Play Music on a frame | Audio tied to an exact moment of a move. |
| Projectile hit sounds | Projectile fields, or a Spawn Item event | The sound a projectile makes on contact. |
Default Sound Sets¶
The Sounds section lists: Run, Jump, Landing, Attack, Jump Attack, Weapon Throw, Blitz, Defensive Special, Offensive Special, Grab Move 1/2/3, Quake, Low Health, Death, Last Life Death.
Each entry is a list, and the game picks one at random when the action happens. This is the single most effective thing you can do for a character's audio: give attacks, jumps and hurt sounds two or three variations each. One sound repeated on every punch is noticeable within seconds.
Use the pick button to browse the sounds actually present in the mod rather than typing names — a typo produces silence with no error.
Sound Channels¶
Every sound plays on a channel, and the channel decides how it interacts with everything else:
| Channel | Behaviour | Use for |
|---|---|---|
| sfx | Normal mixing. | Most effects. |
| voice | Reserved for character voices. | Voices and vocal hit reactions. |
| sfxBgm | Ducks the music while it plays. | Sounds that need to cut through. |
| prioritary | Interrupts other sounds. | Almost nothing. |
Be careful with the priority channel. Priority sounds cut each other off, and they cut game sounds you did not intend — a custom priority sound can silence the extra-life jingle. Use it only when a sound genuinely must be heard over everything, which is rarer than it seems.
Referencing Sounds From Other Mods¶
When a sound belongs to the current mod, the editor fills the mod name for you. To use a sound from elsewhere, set the mod name explicitly.
You can only reference mods that your mod depends on. Every mod depends on the Classic mod by default, so Classic sounds are always available.
One caveat with Classic sounds: they may play differently depending on the Game Skin the player has selected. If exact audio matters to a move, ship the sound in your own mod rather than borrowing it.
Add custom audio with the Audio Editor before assigning it here — see Custom Sounds for effects and voices, and Custom Music for tracks.
Testing¶
Audio problems are mixing problems, and mixing problems only appear when things overlap. Test in crowded fights where several enemies, the player, and the music are all competing. A sound that is perfect in isolation can be inaudible, or grating, in a real fight.
See Test Mod.
Related pages: Logic Events, Body and Hit Boxes, The Inspector, Custom Sounds, Custom Music.