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 .wav for 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.