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
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
Hum (Idle)
Hum (Idle)
File:
OrbisGalactic_SFX_Lightsaber_Hum_Blue_Local.json- Category: Sword audio
- Volume: 10 base, -15 layer (net -5)
- Looping: Continuous hum while equipped
Attack
Attack
File:
OrbisGalactic_SFX_Lightsaber_Attack_Blue_Local.jsonSwing attack sound with swoosh effectCharged Attack
Charged Attack
File:
OrbisGalactic_SFX_Lightsaber_Charged_Attack_Blue_Local.jsonPowered-up attack with intensified soundEquip
Equip
File:
OrbisGalactic_SFX_Lightsaber_Equip_Blue_Local.jsonIconic ignition soundUnequip
Unequip
File:
OrbisGalactic_SFX_Lightsaber_Unequip_Blue_Local.jsonDeactivation soundLightsaber Color Variants
| Color | Directory Path |
|---|---|
| Blue | SFX/Lightsabers/Blue/Local/ |
| Green | SFX/Lightsabers/Green/Local/ |
| Red | SFX/Lightsabers/Red/Local/ |
| Default | SFX/Lightsabers/Default/ |
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 humOrbisGalactic_SFX_Darksaber_Attack.json- Attack swingOrbisGalactic_SFX_Darksaber_Charged_Attack.json- Charged attackOrbisGalactic_SFX_Darksaber_Equip.json- IgnitionOrbisGalactic_SFX_Darksaber_Unequip.json- Deactivation
Weapon Sounds
Blasters
Location:SFX/Weapons/Blaster/
Available Blaster Sounds:
SFX_Blaster_Shoot_Red.json- Red blaster shotSFX_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 beepsAstromech_Move_Sounds.json- Movement soundsAstromech_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 activationOrbisGalactic_Spaceship_Enter.json- Spaceship entry sound
Ambience
Background atmospheric and environmental sounds. Location:Server/Audio/SoundEvents/Ambience/
Cantina Ambience
File:Cantina_SFX_Ambience.json
- 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 atmosphereSpaceship_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.jsonOrbisGalactic_SFX_Imperial_Blast_Door_Close.json
Torch Sounds
Location:BlockSounds/Torch/
SFX_Lamp_On.json- Torch ignitionSFX_Lamp_Off.json- Torch extinguish
Environment Sounds
Location:Server/Audio/SoundEvents/Environments/Weather/
Weather and environmental effects:
SFX_OrbisGalactic_Hyperwarp.json- Hyperdrive jump effectSFX_OrbisGalactic_Spaceship_Land.json- Ship landing sound
Configuration Properties
Core Properties
Audio layers that can play simultaneouslyEach layer contains:
Files- Array of audio file pathsVolume- Layer volume adjustment in dBLooping- Boolean for continuous playbackProbability- Chance (0-100) to playRoundRobinHistorySize- Prevent recent repeats
Master volume adjustment in decibels (dB)
0- Default volume- Positive values increase volume
- Negative values decrease volume
Audio mixing category:
AudioCat_Music- Music tracksAudioCat_Sword- Melee weaponsAudioCat_Weapons- Ranged weaponsAudioCat_Footsteps- Movement sounds
If true, prevents stopping sound before it finishes playing
Inherit properties from parent sound eventCommon parents:
SFX_Attn_Moderate- Moderate distance attenuation
Spatial Audio
Maximum distance in units where sound is audible
Distance where volume starts fading (0 to MaxDistance)
Maximum simultaneous instances of this sound (prevents spam)
Ducking
Ducking reduces volume of other audio categories when this sound plays.Volume reduction (dB) applied to ambient sounds
Volume reduction (dB) applied to music
Playback Behavior
Number of recent files to avoid repeating
1- Don’t repeat last file2- Don’t repeat last 2 files
Percentage chance (0-100) this sound plays when triggered
If true, sound loops continuously until stopped
Audio File Paths
Audio files are referenced relative to the sounds directory:Example: Custom Sound Event
- Alternates between 2 variations
- Has 80% chance to play
- Prevents interruption
- Audible up to 30 units
- Maximum 3 simultaneous instances
Related Systems
- Entities & Effects - Entity sound triggers
- Environments - Environmental audio zones