Replace Sounds¶
Sound replacement for Classic reskins maps Classic sound keys to sound files in your pack. Use this for hits, voices, jumps, deaths, impacts, and UI-like effects exposed by the Classic sound lists.
Files¶
Place sound files in:
Editor/<Pack Name>/Sounds/
Place the Classic replacement map at:
Editor/<Pack Name>/Audio Replacements/Classic/sound-replacements.json
Replacement JSON¶
The sound replacement file maps a Classic sound key to a sound reference:
{
"0": {
"packName": "My Reskin",
"soundName": "heavy-hit-1"
},
"29": {
"packName": "My Reskin",
"soundName": "axel-attack-3"
}
}
Use the sound base filename without extension. For example, heavy-hit-1.wav is referenced as heavy-hit-1.
Voice And SFX Categories¶
The Audio Editor separates Classic sound replacement work into voice and SFX views for usability. Both categories write to the same sound-replacements.json file. The category only affects how the editor lists original sounds.
Volume And Format¶
Prepare sounds before importing:
- trim silence at the start
- normalize related hit sounds to similar loudness
- avoid long tails on short combat effects
- prefer
.wavfor short SFX when file size is acceptable - test voice lines during busy combat, not only in isolation
Missing Replacements¶
If a key is absent from sound-replacements.json, Classic keeps the original sound. This is useful for incremental work: replace a small set, test, then continue.
Testing¶
Test replacements in the context where they play:
- player attacks
- enemy deaths
- throws and knockdowns
- landing, jumping, and weapon sounds
- boss attacks
- pause or menu sounds if replaced
If the wrong sound plays, check for duplicate base filenames and confirm you mapped the correct Classic key.