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Sound events define all audio in Orbis Galactic, from weapon sounds to ambient atmosphere. They support layered audio, looping, distance attenuation, and ducking.

Overview

Sound events are JSON configurations that specify:
  • Audio file paths and layers
  • Volume and attenuation
  • Looping and playback behavior
  • Audio categories and ducking
  • Spatial audio properties
Base Location: Server/Audio/SoundEvents/

Sound Event Categories

SFX

Sound effects for actions and interactions

Ambience

Background atmospheric sounds

Music

Musical tracks and themes

Block Sounds

Interactive block audio

Environments

Weather and world sounds

UI

Interface sound feedback

SFX (Sound Effects)

Location: Server/Audio/SoundEvents/SFX/

Lightsaber Sounds

Lightsabers have color-specific sound variants plus default sounds. Location: SFX/Lightsabers/{Color}/Local/

Blue Lightsaber

File: OrbisGalactic_SFX_Lightsaber_Hum_Blue_Local.json
{
  "Volume": 10,
  "PreventSoundInterruption": false,
  "AudioCategory": "AudioCat_Sword",
  "Layers": [
    {
      "Volume": -15,
      "Files": [
        "Sounds/Weapons/Lightsaber/Blue/Lightsaber_Blue_Idle_Local.ogg"
      ]
    }
  ]
}
  • Category: Sword audio
  • Volume: 10 base, -15 layer (net -5)
  • Looping: Continuous hum while equipped
File: OrbisGalactic_SFX_Lightsaber_Attack_Blue_Local.jsonSwing attack sound with swoosh effect
File: OrbisGalactic_SFX_Lightsaber_Charged_Attack_Blue_Local.jsonPowered-up attack with intensified sound
File: OrbisGalactic_SFX_Lightsaber_Equip_Blue_Local.jsonIconic ignition sound
File: OrbisGalactic_SFX_Lightsaber_Unequip_Blue_Local.jsonDeactivation sound

Lightsaber Color Variants

ColorDirectory Path
BlueSFX/Lightsabers/Blue/Local/
GreenSFX/Lightsabers/Green/Local/
RedSFX/Lightsabers/Red/Local/
DefaultSFX/Lightsabers/Default/
Default sounds include a unique collision sound:
  • OrbisGalactic_SFX_Lightsaber_Collision_Local.json

Darksaber Sounds

Location: SFX/Darksaber/ The Darksaber has unique, distinct audio:
  • OrbisGalactic_SFX_Darksaber_Hum.json - Distinctive black blade hum
  • OrbisGalactic_SFX_Darksaber_Attack.json - Attack swing
  • OrbisGalactic_SFX_Darksaber_Charged_Attack.json - Charged attack
  • OrbisGalactic_SFX_Darksaber_Equip.json - Ignition
  • OrbisGalactic_SFX_Darksaber_Unequip.json - Deactivation

Weapon Sounds

Blasters

Location: SFX/Weapons/Blaster/ Available Blaster Sounds:
  • SFX_Blaster_Shoot_Red.json - Red blaster shot
  • SFX_Blaster_Shoot_Cycler_Rifle.json - Cycler rifle shot

NPC Sounds

Location: SFX/NPC/

Intelligent NPCs

Droid Sounds: Astromech
Location: SFX/NPC/Intelligent/Droids/ Astromech Sound Set:
  • Astromech_Idle_Sounds.json - Idle beeps
  • Astromech_Move_Sounds.json - Movement sounds
  • Astromech_Despawn_Sounds.json - Deactivation
Tatooine NPCs
Location: SFX/NPC/Intelligent/Tatooine/ NPC sounds for Tatooine inhabitants (Jawas, Tuskens, etc.)

Livestock NPCs

Location: SFX/NPC/Livestock/ Animal and creature sounds.

UI Sounds

Location: SFX/UI/Inventory/ User interface feedback sounds for inventory management and interactions.

Block Sounds

Location: SFX/Blocks/Imperial/ Imperial technology sounds:
  • OrbisGalactic_Block_Imperial_Lamp_SFX.json - Imperial lamp activation
  • OrbisGalactic_Spaceship_Enter.json - Spaceship entry sound

Ambience

Background atmospheric and environmental sounds. Location: Server/Audio/SoundEvents/Ambience/

Cantina Ambience

File: Cantina_SFX_Ambience.json
{
  "Layers": [
    {
      "Files": [
        "Sounds/Ambience/Cantina Ambience.ogg"
      ],
      "Volume": -8,
      "Looping": true
    }
  ],
  "MaxDistance": 18,
  "StartAttenuationDistance": 10
}
Properties:
  • Looping: Continuous background atmosphere
  • Distance: Audible up to 18 units
  • Attenuation: Starts fading at 10 units
  • Volume: -8 dB (subtle background)

Spaceship Ambience

Files:
  • Spaceship_SFX_Ambience.json - General ship atmosphere
  • Spaceship_SFX_CommandCenter_Idle.json - Command center specific ambience

Music

Location: Server/Audio/SoundEvents/Music/

Cantina Band

File: Cantina_Band.json Features:
  • 2 track variations - Alternates between versions
  • Round Robin: Prevents immediate repeat
  • Distance: Audible up to 46 units (large area)
  • Max Instances: Only 1 playing at a time
  • Ducking: Reduces other audio when playing
    • Ambient: -5 dB
    • Other music: -30 dB

Block Sounds

Interactive block audio triggered by player actions. Location: Server/Audio/SoundEvents/BlockSounds/

Imperial Blast Doors

  • OrbisGalactic_SFX_Imperial_Blast_Door_Open.json
  • OrbisGalactic_SFX_Imperial_Blast_Door_Close.json

Torch Sounds

Location: BlockSounds/Torch/
  • SFX_Lamp_On.json - Torch ignition
  • SFX_Lamp_Off.json - Torch extinguish

Environment Sounds

Location: Server/Audio/SoundEvents/Environments/Weather/ Weather and environmental effects:
  • SFX_OrbisGalactic_Hyperwarp.json - Hyperdrive jump effect
  • SFX_OrbisGalactic_Spaceship_Land.json - Ship landing sound

Configuration Properties

Core Properties

Layers
array
required
Audio layers that can play simultaneouslyEach layer contains:
  • Files - Array of audio file paths
  • Volume - Layer volume adjustment in dB
  • Looping - Boolean for continuous playback
  • Probability - Chance (0-100) to play
  • RoundRobinHistorySize - Prevent recent repeats
Volume
number
default:"0"
Master volume adjustment in decibels (dB)
  • 0 - Default volume
  • Positive values increase volume
  • Negative values decrease volume
AudioCategory
string
Audio mixing category:
  • AudioCat_Music - Music tracks
  • AudioCat_Sword - Melee weapons
  • AudioCat_Weapons - Ranged weapons
  • AudioCat_Footsteps - Movement sounds
PreventSoundInterruption
boolean
default:"false"
If true, prevents stopping sound before it finishes playing
Parent
string
Inherit properties from parent sound eventCommon parents:
  • SFX_Attn_Moderate - Moderate distance attenuation

Spatial Audio

MaxDistance
number
Maximum distance in units where sound is audible
StartAttenuationDistance
number
Distance where volume starts fading (0 to MaxDistance)
MaxInstance
number
Maximum simultaneous instances of this sound (prevents spam)

Ducking

Ducking reduces volume of other audio categories when this sound plays.
AmbientDuckingVolume
number
Volume reduction (dB) applied to ambient sounds
MusicDuckingVolume
number
Volume reduction (dB) applied to music

Playback Behavior

RoundRobinHistorySize
number
Number of recent files to avoid repeating
  • 1 - Don’t repeat last file
  • 2 - Don’t repeat last 2 files
Probability
number
Percentage chance (0-100) this sound plays when triggered
Looping
boolean
default:"false"
If true, sound loops continuously until stopped

Audio File Paths

Audio files are referenced relative to the sounds directory:
Sounds/
├── Ambience/
│   └── Cantina Ambience.ogg
├── Music/
│   └── Star Wars Cantina Band 1.ogg
├── Weapons/
│   ├── Lightsaber/
│   │   └── Blue/
│   │       └── Lightsaber_Blue_Idle_Local.ogg
│   └── Blaster/
│       └── BlasterShot_Red.ogg
└── NPC/
    └── Droid/
        └── Astromech/
            └── Idle_Beep_1.ogg

Example: Custom Sound Event

{
  "Layers": [
    {
      "Files": [
        "Sounds/Custom/MySound_1.ogg",
        "Sounds/Custom/MySound_2.ogg"
      ],
      "Volume": -3,
      "Looping": false,
      "RoundRobinHistorySize": 1,
      "Probability": 80
    }
  ],
  "Volume": 5,
  "AudioCategory": "AudioCat_Weapons",
  "PreventSoundInterruption": true,
  "MaxDistance": 30,
  "StartAttenuationDistance": 15,
  "MaxInstance": 3
}
This creates a weapon sound that:
  • Alternates between 2 variations
  • Has 80% chance to play
  • Prevents interruption
  • Audible up to 30 units
  • Maximum 3 simultaneous instances

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