Audio

Audio in editor packs is split into pack-owned sounds, pack-owned music, and optional replacement maps that redirect Classic audio keys to your pack.

Folders

Folder Purpose
Sounds/ Short sound effects and voices.
Musics/ Music tracks.
Audio Replacements/<Target Pack>/ Replacement maps for another pack, usually Classic.

The Audio Editor supports .wav, .mp3, and .ogg in its normal drag-and-drop flow.

Sound Names

The runtime references sounds by base filename:

Sounds/heavy-hit.wav

is referenced as:

heavy-hit

Lua example:

game.this_character.play_sound("My Pack", "heavy-hit", 1)

Music Names

Music uses the same base-filename rule:

Musics/stage-theme.ogg

is referenced as:

stage-theme

Scene example:

{
  "musicPackName": "My Pack",
  "musicName": "stage-theme"
}

Loop Metadata

Loop metadata sits next to the music file:

Musics/stage-theme.ogg
Musics/stage-theme.json
{
  "loopStartTimeInSeconds": 18.75,
  "loopEndTimeInSeconds": 95.0
}

The runtime converts seconds to samples using the loaded clip frequency.

Classic Music Replacement

Audio Replacements/Classic/music-replacements.json
{
  "M00": {
    "packName": "My Pack",
    "musicName": "go-straight-remix"
  }
}

Missing keys fall back to Classic music.

Classic Sound Replacement

Audio Replacements/Classic/sound-replacements.json
{
  "29": {
    "packName": "My Pack",
    "soundName": "axel-attack"
  }
}

Missing keys fall back to Classic sounds.

Channels

Sound events and Lua sound calls can specify channels. Common channel meanings are:

Channel Typical use
0 SFX
1 SFX or BGM-adjacent effect
2 Voice
3 Priority sound

Use the same channel as a similar original sound unless you have a reason to change mixing behavior.