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.