Modding:Audio: Difference between revisions
imported>BarleyZP →Music (ambient): Add descriptions for the rest of the cues |
imported>BarleyZP →See also: Remove custom music link as the page no longer exists on the modding wiki; add a link to a snippet for replacing sound cues from the modding wiki |
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| Line 3,273: | Line 3,273: | ||
==See also== | ==See also== | ||
* From the modding tutorial wiki: | * From the modding tutorial wiki: | ||
** [https://stardewmodding.wiki.gg/wiki/ | ** [https://stardewmodding.wiki.gg/wiki/Content_Patcher_Snippets_for_1.6#Music Content Patcher Snippets for Music] | ||
** [https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_Custom_Music Adding Custom Music] | ** [https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_Custom_Music Adding Custom Music] | ||
Revision as of 06:31, 23 May 2025
← Index
This page explains how to use and edit the game's music tracks and sound effects (called cues). This is an advanced guide for modders.
Overview
'Audio' covers both sound effects (like the boop sound when clicking a button) and music tracks. An audio track or sound effect is called a cue, which may have multiple audio files to randomize which one plays each time the cue starts.
The game loads its initial cues from the Content/XACT folder (which can't be edited directly), and then adds/edits cues based on the audio data (which can be edited through Content Patcher or SMAPI).
Sound effects are played by audio cue ID, while music is selected using this priority list:
- specific audio cue IDs in some cases (e.g. MainTheme on the title screen);
- music data in Data/Locations;
- the Music map property (deprecated);
- music data in Data/LocationContexts.
Audio data
You can add or edit cues by editing the Data/AudioChanges asset. New cues are added to the game's soundbank, so they can be used anywhere normal audio can be used (e.g. the Music map property).
Data format
The Data/AudioChanges asset consists of a string → model lookup, where the key matches the ID, and the value is a model with the fields below.
Entries in this asset describe an override applied to the soundbank. The override is applied permanently for the current game session, even if the asset is edited to remove it. Overriding a cue will reset all values to the ones specified.
| field | effect | ||||||
|---|---|---|---|---|---|---|---|
| ID | The unique string ID for the audio cue, used when playing the sound in-game. | ||||||
| FilePaths | A list of absolute file paths (not asset names) from which to load the audio. Each file can be .ogg or .wav. If you list multiple paths, a random one will be chosen each time it's played. | ||||||
| Category | The audio category, which determines which volume slider in the game options applies. This should be one of Default, Music, Sound, Ambient, or Footsteps (see a description of each category). Defaults to Default. | ||||||
| StreamedVorbis | Whether the audio should be streamed from disk when it's played, instead of being loaded into memory ahead of time. This is only possible for Ogg Vorbis (.ogg) files, which otherwise will be decompressed in-memory on load. Default false.
This is a tradeoff between memory usage and performance, so you should consider which value is best for each audio cue:
| ||||||
| Looped | Whether the audio cue loops continuously until stopped. Default false. | ||||||
| UseReverb | Whether to apply a reverb effect to the audio. Default false. | ||||||
| CustomFields | The custom fields for this entry. |
Category list
Each audio cue is assigned to one of five categories, which affects which volume slider in the game options applies to it:
| internal ID | name | description |
|---|---|---|
| 1 | Default | This is an unused category, and should generally be avoided. |
| 2 | Music | For music tracks, to be regulated with the in-game music volume option. |
| 3 | Sound | For sound effects, to be regulated with the in-game sound volume option. |
| 4 | Ambient | For ambient background sounds, like wind, rain or machine whirring, that can play in the background of a scene. |
| 5 | Footsteps | For step sounds, such as player or horse footsteps. |
Audio file format
The game only supports .ogg and .wav formats. If you have .mp3 files you'd like to use in-game, you can convert the audio file to .wav or .ogg with audio software such as Audacity. For smaller-sized sounds such as sound effects, you can use a .wav file, but for audio such as music that has a large file size, use a compressed .ogg file.
Make sure the file size of your music is relatively small (preferably around 2-4MB). The bigger the file, the longer the game will freeze for when loading your newly added song. To reduce the size of your song, you can convert it to .ogg and add compression to the sound file. The more compression your audio has, the smaller the file will be, but the quality will diminish noticeably if you compress the audio too much.
If you're patching many sounds at once, keep the file size of your mod in mind, because the more sounds you include, the longer it will take for people to download your mod.
Example
This content pack adds a new music cue to the game, and plays it when the player enters the bus stop:
{
"Format": "2.8.0",
"Changes": [
// add music cue
{
"Action": "EditData",
"Target": "Data/AudioChanges",
"Entries": {
"{{ModId}}_Music": {
"ID": "{{ModId}}_Music",
"Category": "Music",
"FilePaths": [ "{{AbsoluteFilePath: assets/music.ogg}}" ],
"StreamedVorbis": true,
"Looped": true
}
}
},
// add to bus stop
{
"Action": "EditData",
"Target": "Data/Locations",
"Fields": {
"BusStop": {
"MusicDefault": "{{ModId}}_Music"
}
}
}
]
}
Review audio
Unpack audio files
The base game's audio is stored in the Content/XACT folder in the form of soundbanks, which store all of the game's sounds and music. The two soundbank files available are Wave Bank(1.4).xwb and Wave Bank.xwb.
Audio files can be extracted and browsed with an XWB extractor:
| tool name | platforms supported | notes | ||
|---|---|---|---|---|
| unxwb | Windows, macOS | Extracts an XWB soundbank into .wav files and hex codes. A straightforward open and extract utility.
| ||
| VGMStream plugin for foobar2000 sound player | Windows | Views XWB soundbanks with integer codes and many in-game codes included in filenames, and has a very convenient file browser. (For some reason, it increments audio IDs by 1, and each audio cue is looped.) | ||
| XACTTool | Windows | Extracts an XWB soundbank into .wav files and integer codes. Can also manipulate soundbanks. Command-line only. |
See the full track list below.
Identify audio in-game
- For music tracks, you can install the Now Playing mod (see the mod description for info on adding the music ID to the message). A HUD message will be shown in-game when music starts.
- For sound effects, you can enter debug logSounds in the SMAPI console window. This will log info for each sound played in-game, including positional data if applicable. See console commands for more info.
Track list
These are the raw soundbank IDs for music and sounds exported from the game data (see the talk page for the export code).
A few notes about the table columns:
- The name is what you'd use in-game (e.g., with the Music map property or the Game1.changeMusicTrack method). When a name is repeated with different soundbank IDs, the game will choose a random sound each time you play it.
- The wavebank indicates whether the audio is from Content/XACT/Wave Bank.xwb or Content/XACT/Wave Bank(1.4).xwb. Each wavebank has its own set of soundbank IDs, but names don't overlap.
- The soundtrack index is the sound's position in the soundbank. The hexadecimal version matches the track's filename if you unpack the wavebank using unxwb.
- The description column is filled in manually for the wiki.
See also an older spreadsheet with more comprehensive descriptions. (Don't copy text from that spreadsheet into this page, since it's not licensed!)
Footsteps
| name | wavebank | soundbank index | description | |
|---|---|---|---|---|
| decimal | hexadecimal | |||
| Cowboy_Footstep | Wavebank | 269 | 0000010d | Mainly used as the footstep sound for pets, in Prairie King, and as a hover sound in various menus (including the title screen buttons). |
| grassyStep | Wavebank | 22 | 00000016 | Mainly used as the player footstep sound on grass tiles, when adding hay to a silo, when changing a player's hat or hairstyle, and for rustling bushes in Lewis and Marnie's six-heart event. |
| jingleBell | Wavebank | 433 | 000001b1 | A sleigh bell jingling once. Mainly used as the player's footstep sound when they wear Cinderclown Shoes. |
| jingleBell | Wavebank | 434 | 000001b2 | Variation on the jingleBell sound cue. |
| jingleBell | Wavebank | 435 | 000001b3 | Variation on the jingleBell sound cue. |
| sandyStep | Wavebank | 16 | 00000010 | Mainly used as the player footstep sound on dirt tiles. Also plays when new clothes are put on the farmer. |
| snowyStep | Wavebank | 340 | 00000154 | Mainly used as the player footstep sound on grass tiles in winter. |
| stoneStep | Wavebank | 23 | 00000017 | Mainly used as the player footstep sound on stone tiles. Also plays when the player selects an inventory slot or places an item in their inventory. |
| thudStep | Wavebank | 24 | 00000018 | Mainly used as a fallback player footstep sound when other sounds do not apply, particularly in indoors locations. |
| woodyStep | Wavebank | 29 | 0000001d | Mainly used as the player footstep sound on wood tiles. |
Music
| name | wavebank | soundbank index | description | |
|---|---|---|---|---|
| decimal | hexadecimal | |||
| 50s | Wavebank | 45 | 0000002d | |
| AbigailFlute | Wavebank | 279 | 00000117 | |
| AbigailFluteDuet | Wavebank | 280 | 00000118 | |
| aerobics | Wavebank | 55 | 00000037 | |
| archaeo | Wavebank | 0 | 00000000 | |
| bigDrums | Wavebank | 172 | 000000ac | |
| breezy | Wavebank | 281 | 00000119 | |
| caldera | Wavebank | 383 | 0000017f | |
| Cavern | Wavebank | 65 | 00000041 | |
| christmasTheme | Wavebank | 305 | 00000131 | |
| Cloth | Wavebank | 67 | 00000043 | |
| CloudCountry | Wavebank | 190 | 000000be | |
| clubloop | Wavebank | 102 | 00000066 | |
| cowboy_boss | Wavebank | 267 | 0000010b | |
| cowboy_outlawsong | Wavebank | 277 | 00000115 | |
| Cowboy_OVERWORLD | Wavebank | 261 | 00000105 | |
| Cowboy_singing | Wavebank | 262 | 00000106 | |
| Cowboy_undead | Wavebank | 270 | 0000010e | |
| crane_game | Wavebank(1.4) | 12 | 0000000c | |
| crane_game_fast | Wavebank(1.4) | 13 | 0000000d | |
| Crystal Bells | Wavebank | 64 | 00000040 | |
| Cyclops | Wavebank | 124 | 0000007c | |
| desolate | Wavebank | 40 | 00000028 | |
| distantBanjo | Wavebank | 347 | 0000015b | |
| EarthMine | Wavebank | 64 | 00000040 | |
| EarthMine | Wavebank | 65 | 00000041 | |
| EarthMine | Wavebank | 66 | 00000042 | |
| echos | Wavebank | 49 | 00000031 | |
| elliottPiano | Wavebank | 295 | 00000127 | |
| EmilyDance | Wavebank | 357 | 00000165 | |
| EmilyDream | Wavebank | 358 | 00000166 | |
| EmilyTheme | Wavebank | 359 | 00000167 | |
| end_credits | Wavebank | 403 | 00000193 | |
| event1 | Wavebank | 299 | 0000012b | |
| event2 | Wavebank | 302 | 0000012e | |
| fall1 | Wavebank | 121 | 00000079 | |
| fall2 | Wavebank | 119 | 00000077 | |
| fall3 | Wavebank | 120 | 00000078 | |
| fallFest | Wavebank | 304 | 00000130 | |
| fieldofficeTentMusic | Wavebank | 375 | 00000177 | |
| FlowerDance | Wavebank | 301 | 0000012d | |
| FrogCave | Wavebank | 387 | 00000183 | |
| FrostMine | Wavebank | 67 | 00000043 | |
| FrostMine | Wavebank | 68 | 00000044 | |
| FrostMine | Wavebank | 69 | 00000045 | |
| Ghost Synth | Wavebank | 119 | 00000077 | |
| grandpas_theme | Wavebank | 336 | 00000150 | |
| gusviolin | Wavebank | 297 | 00000129 | |
| harveys_theme_jazz | Wavebank(1.4) | 4 | 00000004 | |
| heavy | Wavebank | 51 | 00000033 | |
| honkytonky | Wavebank | 52 | 00000034 | |
| Icicles | Wavebank | 68 | 00000044 | |
| IslandMusic | Wavebank | 374 | 00000176 | |
| jaunty | Wavebank | 41 | 00000029 | |
| junimoKart | Wavebank(1.4) | 20 | 00000014 | |
| junimoKart_ghostMusic | Wavebank(1.4) | 0 | 00000000 | |
| junimoKart_mushroomMusic | Wavebank(1.4) | 21 | 00000015 | |
| junimoKart_slimeMusic | Wavebank(1.4) | 22 | 00000016 | |
| junimoKart_whaleMusic | Wavebank(1.4) | 1 | 00000001 | |
| junimoStarSong | Wavebank | 308 | 00000134 | |
| kindadumbautumn | Wavebank | 282 | 0000011a | |
| LavaMine | Wavebank | 72 | 00000048 | |
| LavaMine | Wavebank | 73 | 00000049 | |
| LavaMine | Wavebank | 198 | 000000c6 | |
| LavaMine | Wavebank | 215 | 000000d7 | |
| libraryTheme | Wavebank | 341 | 00000155 | |
| MainTheme | Wavebank | 335 | 0000014f | |
| Majestic | Wavebank | 121 | 00000079 | |
| MarlonsTheme | Wavebank | 349 | 0000015d | |
| marnieShop | Wavebank | 180 | 000000b4 | |
| mermaidSong | Wavebank | 362 | 0000016a | |
| moonlightJellies | Wavebank | 303 | 0000012f | |
| movie_classic | Wavebank(1.4) | 7 | 00000007 | |
| movie_nature | Wavebank(1.4) | 8 | 00000008 | |
| movie_wumbus | Wavebank(1.4) | 9 | 00000009 | |
| movieTheater | Wavebank(1.4) | 10 | 0000000a | |
| movieTheaterAfter | Wavebank(1.4) | 11 | 0000000b | |
| musicboxsong | Wavebank | 44 | 0000002c | |
| Near The Planet Core | Wavebank | 72 | 00000048 | |
| New Snow | Wavebank | 126 | 0000007e | |
| night_market | Wavebank | 364 | 0000016c | |
| Of Dwarves | Wavebank | 73 | 00000049 | |
| Orange | Wavebank | 122 | 0000007a | |
| Overcast | Wavebank | 215 | 000000d7 | |
| Pink Petals | Wavebank | 93 | 0000005d | |
| PIRATE_THEME | Wavebank | 390 | 00000186 | |
| PIRATE_THEME(muffled) | Wavebank | 390 | 00000186 | |
| playful | Wavebank | 278 | 00000116 | |
| Plums | Wavebank | 120 | 00000078 | |
| poppy | Wavebank | 53 | 00000035 | |
| raccoonSong | Wavebank | 436 | 000001b4 | |
| ragtime | Wavebank | 46 | 0000002e | |
| sad_kid | Wavebank | 389 | 00000185 | |
| sadpiano | Wavebank | 47 | 0000002f | |
| Saloon1 | Wavebank | 350 | 0000015e | |
| sam_acoustic1 | Wavebank(1.4) | 2 | 00000002 | |
| sam_acoustic2 | Wavebank(1.4) | 3 | 00000003 | |
| sampractice | Wavebank | 50 | 00000032 | |
| sappypiano | Wavebank | 43 | 0000002b | |
| Secret Gnomes | Wavebank | 66 | 00000042 | |
| SettlingIn | Wavebank | 192 | 000000c0 | |
| shaneTheme | Wavebank | 361 | 00000169 | |
| shimmeringbastion | Wavebank | 54 | 00000036 | |
| spaceMusic | Wavebank | 285 | 0000011d | |
| spirits_eve | Wavebank | 334 | 0000014e | |
| spring1 | Wavebank | 93 | 0000005d | |
| spring2 | Wavebank | 91 | 0000005b | |
| spring3 | Wavebank | 92 | 0000005c | |
| springsongs | Wavebank | 91 | 0000005b | |
| springsongs | Wavebank | 92 | 0000005c | |
| springsongs | Wavebank | 93 | 0000005d | |
| springtown | Wavebank | 94 | 0000005e | |
| Stadium_ambient | Wavebank | 356 | 00000164 | |
| starshoot | Wavebank | 42 | 0000002a | |
| submarine_song | Wavebank | 366 | 0000016e | |
| summer1 | Wavebank | 122 | 0000007a | |
| summer2 | Wavebank | 123 | 0000007b | |
| summer3 | Wavebank | 115 | 00000073 | |
| SunRoom | Wavebank(1.4) | 17 | 00000011 | |
| sweet | Wavebank | 144 | 00000090 | |
| tickTock | Wavebank | 300 | 0000012c | |
| tinymusicbox | Wavebank | 296 | 00000128 | |
| title_night | Wavebank | 127 | 0000007f | |
| tribal | Wavebank | 198 | 000000c6 | |
| Tropical Jam | Wavebank | 115 | 00000073 | |
| VolcanoMines | Wavebank | 382 | 0000017e | |
| VolcanoMines | Wavebank | 384 | 00000180 | |
| VolcanoMines1 | Wavebank | 382 | 0000017e | |
| VolcanoMines2 | Wavebank | 384 | 00000180 | |
| wavy | Wavebank | 95 | 0000005f | |
| wedding | Wavebank | 104 | 00000068 | |
| winter1 | Wavebank | 126 | 0000007e | |
| winter2 | Wavebank | 124 | 0000007c | |
| winter3 | Wavebank | 125 | 0000007d | |
| WizardSong | Wavebank | 321 | 00000141 | |
| woodsTheme | Wavebank | 216 | 000000d8 | |
| XOR | Wavebank | 69 | 00000045 | |
Music (ambient)
| name | wavebank | soundbank index | description | |
|---|---|---|---|---|
| decimal | hexadecimal | |||
| babblingBrook | Wavebank | 343 | 00000157 | A loop of a stream flowing. Plays when near rivers. |
| bugLevelLoop | Wavebank | 169 | 000000a9 | A loop of bug wings periodically clicking and buzzing. Plays when a swarm happens in the mines. |
| communityCenter | Wavebank | 307 | 00000133 | A loop of the wind blowing, wood beams creaking, and the occasional wind chime. Used as the background audio in the Community Center when it is not yet completed. |
| cracklingFire | Wavebank | 342 | 00000156 | A loop of the sound of fire crackling. Played by fireplace furniture and the campfire near Linus' tent. |
| darkCaveLoop | Wavebank | 168 | 000000a8 | A constant, fairly quiet low loop of air flowing eerily. Appears to be unused in vanilla. |
| fall_day_ambient | Wavebank | 338 | 00000152 | A loop of leaves rustling in the wind, ravens cawing, and the occasional soft wind chime. Used as outdoor ambiance in the fall. |
| Frost_Ambient | Wavebank | 200 | 000000c8 | A loop of wind gusting and a quiet tinkling noise in the background. Used as ambiance in the frozen levels of the mines. |
| heavyEngine | Wavebank | 344 | 00000158 | A loop of an engine rumbling. The sound of the machine outside the Blacksmith. |
| Hospital_Ambient | Wavebank | 283 | 0000011b | A loop of fans whirring and a machine beeping. Used as background music for many events that take place at Harvey's Clinic. |
| jojaOfficeSoundscape | Wavebank | 337 | 00000151 | A loop of fans whirring and keyboards typing. Used in the intro cutscene for the game. |
| jungle_ambience | Wavebank | 371 | 00000173 | A loop of birds twittering and other rainforest creatures calling. Used as ambiance for Ginger Island East. |
| Lava_Ambient | Wavebank | 201 | 000000c9 | A loop of the wind blowing, and the occasional low rumble. Used as ambiance in the lava levels of the mines. |
| movieScreenAmbience | Wavebank(1.4) | 6 | 00000006 | Begins with people chattering and snacking, which fade out to a projector starting up. This track does not loop. Used when the player goes to see a movie. |
| nightTime | Wavebank | 224 | 000000e0 | A loop of crickets chirping. Used during several overnight events such as the crop fairy. |
| ocean | Wavebank | 175 | 000000af | A loop of the sound of ocean waves. Plays at the Beach. |
| pool_ambient | Wavebank | 288 | 00000120 | A loop that sounds similar to a faucet running. Used as ambiance in the Spa pool. |
| rain | Wavebank | 116 | 00000074 | A loop of rain pouring. Used on rainy dayas. |
| roadnoise | Wavebank | 189 | 000000bd | Appears to just be silence. Used in the intro cutscene. |
| spring_day_ambient | Wavebank | 179 | 000000b3 | A loop of birds chirping. Used as outdoor ambiance in the spring during the day. |
| spring_night_ambient | Wavebank | 345 | 00000159 | A loop of crickets chirping. Used as outdoor ambiance at night in all seasons but winter. |
| summer_day_ambient | Wavebank | 339 | 00000153 | A loop of flies buzzing and birds chirping. Used as outdoor ambiance in the summer during the day. |
| tropical_island_day_ambient | Wavebank | 376 | 00000178 | A loop of leaves rustling in the wind and rainforest creatures calling. Used as outdoor ambiance at Ginger Island during the day. |
| Upper_Ambient | Wavebank | 199 | 000000c7 | A loop of the wind blowing and the occasional sound of water dripping. Used as ambiance in the non-frost/lava levels of the mines |
| Volcano_Ambient | Wavebank | 377 | 00000179 | A loop of fire crackling, lava bubbling, and the wind occasionally gusting. Used as ambiance in the Volcano Dungeon. |
| waterfall | Wavebank | 427 | 000001ab | A loop of a waterfall rushing. Plays near waterfalls. |
| waterfall_big | Wavebank | 428 | 000001ac | A loop of a large waterfall rushing. Plays near waterfalls. |
| wind | Wavebank | 85 | 00000055 | A loop of the wind blowing. |
| winter_day_ambient | Wavebank | 354 | 00000162 | A loop of the wind howling and gusting. Used as outdoor ambiance in the winter during the day. |
Sound
| name | wavebank | soundbank index | description | |
|---|---|---|---|---|
| decimal | hexadecimal | |||
| achievement | Wavebank | 103 | 00000067 | |
| axchop | Wavebank | 141 | 0000008d | |
| axe | Wavebank | 1 | 00000001 | |
| backpackIN | Wavebank | 133 | 00000085 | |
| barrelBreak | Wavebank | 310 | 00000136 | |
| batFlap | Wavebank | 170 | 000000aa | Wings flapping. Used by bats, birds, and when weapons block attacks. |
| batScreech | Wavebank | 171 | 000000ab | A bat screeching. |
| bigDeSelect | Wavebank | 2 | 00000002 | |
| bigSelect | Wavebank | 3 | 00000003 | |
| bob | Wavebank | 30 | 0000001e | |
| book_read | Wavebank | 423 | 000001a7 | The sound of book pages flipping rapidly. Plays when the player reads a Book. |
| boop | Wavebank | 98 | 00000062 | |
| boop | Wavebank | 99 | 00000063 | |
| boop | Wavebank | 100 | 00000064 | |
| boop | Wavebank | 101 | 00000065 | |
| boulderBreak | Wavebank | 238 | 000000ee | |
| boulderCrack | Wavebank | 4 | 00000004 | |
| breakingGlass | Wavebank | 284 | 0000011c | The sound of glass shattering. Plays when crystals in the frozen levels of the mines shatter. |
| breathin | Wavebank | 84 | 00000054 | An ascending "whoop" noise. Plays when dialogue boxes are opened. |
| breathout | Wavebank | 83 | 00000053 | A descending "whoop" noise. Plays when dialogue boxes are closed. |
| bubbles | Wavebank | 235 | 000000eb | A bubbling sound. Played by Kegs, Casks, Oil Makers, the Slime Egg-Press, and the Cauldron furniture when it is turned on. |
| bubbles | Wavebank | 236 | 000000ec | Variation on the bubbles sound cue. |
| busDoorOpen | Wavebank | 191 | 000000bf | |
| busDriveOff | Wavebank | 309 | 00000135 | |
| button_press | Wavebank | 411 | 0000019b | |
| button_tap | Wavebank | 412 | 0000019c | |
| button1 | Wavebank | 250 | 000000fa | A high-pitched "click-click" noise. Plays when bobbers are attached to fishing rods. |
| cacklingWitch | Wavebank | 323 | 00000143 | An cartoony evil witch laugh. Used in the Witch nighttime event. |
| camel | Wavebank(1.4) | 23 | 00000017 | A camel bleating. |
| cameraNoise | Wavebank | 292 | 00000124 | A camera shutter clicking. Plays when screenshots are taken and when Haley takes photos in several events. |
| cancel | Wavebank | 353 | 00000161 | |
| cast | Wavebank | 246 | 000000f6 | |
| cat | Wavebank | 332 | 0000014c | A cat meowing. |
| cat | Wavebank | 333 | 0000014d | Variation on the cat sound cue. |
| cavedrip | Wavebank | 129 | 00000081 | A wet 'dwoop' sound. Used as random background noise in the mines and sewers, and the dripping sound for the volcano dungeon entrance pipe. |
| clam_tone | Wavebank | 363 | 0000016b | A kalimba-esque tone. Used in the "uh" multiplayer emote and the Mermaid Boat. Flute Blocks play this sound as one of their special sounds. |
| clank | Wavebank | 173 | 000000ad | A metal-on-metal clanking sound. Plays when Metal Heads take damage, as ambient noise when Robin is constructing a farm building, and when a Pickaxe is used on boulders that it is not strong enough to break. |
| clank | Wavebank | 203 | 000000cb | Variation on the clank sound cue. |
| clank | Wavebank | 203 | 000000cb | Variation on the clank sound cue. |
| clank | Wavebank | 204 | 000000cc | Variation on the clank sound cue. |
| clank | Wavebank | 205 | 000000cd | Variation on the clank sound cue. |
| clank | Wavebank | 205 | 000000cd | Variation on the clank sound cue. |
| clubhit | Wavebank | 159 | 0000009f | |
| clubSmash | Wavebank | 174 | 000000ae | |
| clubswipe | Wavebank | 160 | 000000a0 | |
| cluck | Wavebank | 31 | 0000001f | A chicken clucking. |
| cluck | Wavebank | 32 | 00000020 | Variation on the cluck sound cue. |
| cluck | Wavebank | 33 | 00000021 | Variation on the cluck sound cue. |
| coin | Wavebank | 5 | 00000005 | A "pop" sound. Plays in a variety of situations, including when the player picks up objects. |
| coldSpell | Wavebank | 197 | 000000c5 | |
| cow | Wavebank | 80 | 00000050 | A cow mooing. |
| cow | Wavebank | 81 | 00000051 | Variation on the cow sound cue. |
| cow | Wavebank | 82 | 00000052 | Variation on the cow sound cue. |
| cowboy_dead | Wavebank | 268 | 0000010c | |
| cowboy_explosion | Wavebank | 276 | 00000114 | |
| cowboy_gopher | Wavebank | 275 | 00000113 | |
| cowboy_gunload | Wavebank | 272 | 00000110 | |
| Cowboy_gunshot | Wavebank | 266 | 0000010a | A short, hollow 'tock' sound. Used for woodpeckers pecks, Journey of the Prairie King guns, darts impact, casino slots, and a hover sound in many in-game menus. |
| Cowboy_monsterDie | Wavebank | 264 | 00000108 | |
| Cowboy_monsterDie | Wavebank | 265 | 00000109 | |
| cowboy_monsterhit | Wavebank | 274 | 00000112 | |
| cowboy_powerup | Wavebank | 271 | 0000010f | |
| Cowboy_Secret | Wavebank | 263 | 00000107 | |
| crafting | Wavebank | 36 | 00000024 | |
| crane | Wavebank(1.4) | 14 | 0000000e | |
| crickets | Wavebank | 117 | 00000075 | |
| cricketsAmbient | Wavebank | 346 | 0000015a | |
| crit | Wavebank | 352 | 00000160 | |
| croak | Wavebank | 138 | 0000008a | |
| crow | Wavebank | 324 | 00000144 | |
| crystal | Wavebank | 143 | 0000008f | A high-pitched 'ding!' sound that resonates for a few seconds. Used for the mine elevator ding, island crystal puzzle, in dialogue for the < character, Singing Stone (with a random pitch), and mine crystals when broken. |
| cursed_mannequin | Wavebank | 431 | 000001af | |
| cut | Wavebank | 6 | 00000006 | |
| daggerswipe | Wavebank | 163 | 000000a3 | |
| death | Wavebank | 70 | 00000046 | |
| debuffHit | Wavebank | 151 | 00000097 | |
| debuffSpell | Wavebank | 152 | 00000098 | |
| detector | Wavebank | 37 | 00000025 | |
| dialogueCharacter | Wavebank | 7 | 00000007 | |
| dialogueCharacterClose | Wavebank | 8 | 00000008 | |
| dirtyHit | Wavebank | 243 | 000000f3 | The sound of digging in the dirt. Plays when crops are planted. |
| dirtyHit | Wavebank | 244 | 000000f4 | Variation on the dirtyHit sound cue. |
| discoverMineral | Wavebank | 208 | 000000d0 | |
| distantTrain | Wavebank | 220 | 000000dc | |
| distantTrain | Wavebank | 221 | 000000dd | |
| dog_bark | Wavebank | 331 | 0000014b | A dog barking. |
| dog_pant | Wavebank | 330 | 0000014a | A dog panting. |
| dogs | Wavebank | 228 | 000000e4 | Dogs howling and barking. Plays during the Wild animal attack nighttime event. |
| dogWhining | Wavebank | 316 | 0000013c | |
| doorClose | Wavebank | 9 | 00000009 | A door closing. Used by exterior doors throughout the game. |
| doorCreak | Wavebank | 319 | 0000013f | The sound of creaky door hinges. Plays when a Chest, Shipping Bin, or fridge opens. Also plays when the door of a Coop or Barn closes. |
| doorCreakReverse | Wavebank | 322 | 00000142 | The sound of creaky door hinges. Plays when a Chest, Shipping Bin, or fridge closes. Also plays when the door of a Coop or Barn opens. |
| doorOpen | Wavebank | 320 | 00000140 | The sound of a door opening. Plays when interior doors are opened. |
| dropItemInWater | Wavebank | 10 | 0000000a | A "sploosh" noise. Plays when items are dropped in water, farm animals swim, and fish splash. |
| drumkit0 | Wavebank | 110 | 0000006e | A low-pitched drum hit. |
| drumkit1 | Wavebank | 111 | 0000006f | A snare drum hit. |
| drumkit2 | Wavebank | 108 | 0000006c | A hit on a clamped hi-hat. |
| drumkit3 | Wavebank | 107 | 0000006b | A hit on an open hi-hat. |
| drumkit4 | Wavebank | 109 | 0000006d | A low-pitched kick drum hit. |
| drumkit5 | Wavebank | 106 | 0000006a | A higher-pitched bongo drum hit. |
| drumkit6 | Wavebank | 105 | 00000069 | The highest-pitched drumkit sound. Reminiscent of a digital metronome. Plays when checkboxes in the settings menu are toggled. |
| Duck | Wavebank | 231 | 000000e7 | A duck quacking. |
| Duggy | Wavebank | 60 | 0000003c | Digging sounds. Plays when a Duggy digs up underneath the player. |
| dustMeep | Wavebank | 186 | 000000ba | A high-pitched chirp. Used as an alternate Junimo sound. Also used as ambient sounds for Dust Sprites and plays when they die. |
| DwarvishSentry | Wavebank | 386 | 00000182 | |
| dwoop | Wavebank | 34 | 00000022 | |
| dwop | Wavebank | 234 | 000000ea | A sound that inflects upwards in pitch. Plays when the user clicks on an item in their inventory to lift it up and freely drag it around, when the trash bear throws an item up into the air, when bobbers are removed from fishing rods, etc. |
| eat | Wavebank | 25 | 00000019 | A chomping noise. Plays when the player eats food. |
| explosion | Wavebank | 35 | 00000023 | A loud "boom". Plays when bombs explode. |
| fairy_heal | Wavebank | 421 | 000001a5 | A twinkling noise. Plays when the Fairy Box trinket heals the player. |
| fallDown | Wavebank | 318 | 0000013e | A descending tone. Plays when the player jumps in a shaft in the Skull Cavern. |
| fastReel | Wavebank | 248 | 000000f8 | The sound of the fishing rod reeling. Plays when the fishing bar is behind the fish during the fishing minigame. |
| fireball | Wavebank | 71 | 00000047 | The sound of fire roaring. Plays when interior Fireplaces are lit, when monsters fire flaming projectiles, and when Butterfly Powder is used. |
| firework | Wavebank | 429 | 000001ad | A firework taking off and then exploding after a few seconds. Plays when Fireworks are used. |
| fishBite | Wavebank | 26 | 0000001a | |
| fishBite_alternate_0 | Wavebank | 398 | 0000018e | |
| fishBite_alternate_1 | Wavebank | 397 | 0000018d | |
| fishBite_alternate_2 | Wavebank | 396 | 0000018c | |
| fishEscape | Wavebank | 253 | 000000fd | A disappointing echo-y sound. Plays when fish escape during the fishing minigame. |
| FishHit | Wavebank | 251 | 000000fb | A "ding". Plays when the player successfully hooks a fish and the fishing minigame starts. |
| fishingRodBend | Wavebank | 254 | 000000fe | A creaking noise. Plays during the fishing minigame when the player clicks. |
| fishingRodBend | Wavebank | 255 | 000000ff | Variation on the fishingRodBend sound cue. |
| fishingRodBend | Wavebank | 256 | 00000100 | Variation on the fishingRodBend sound cue. |
| fishSlap | Wavebank | 260 | 00000104 | A wet squelching noise. Plays when Fish Ponds are emptied, after the player catches a fish, and when the Bait Maker is processing. |
| flameSpell | Wavebank | 150 | 00000096 | |
| flameSpellHit | Wavebank | 149 | 00000095 | |
| flute | Wavebank | 112 | 00000070 | |
| flybuzzing | Wavebank | 164 | 000000a4 | The sound of insect wings buzzing. Used by flying insects such as the Cave Fly. |
| frog_slap | Wavebank | 422 | 000001a6 | |
| frozen | Wavebank | 394 | 0000018a | |
| furnace | Wavebank | 38 | 00000026 | The sound of fire roaring. Plays when a Furnace is processing and a Pepper Rex breathes fire. |
| fuse | Wavebank | 48 | 00000030 | A fuse hissing. Plays when bombs are placed down before they explode. |
| getNewSpecialItem | Wavebank | 223 | 000000df | |
| ghost | Wavebank | 11 | 0000000b | A low moan. Plays when Ghosts and Mummies die. |
| give_gift | Wavebank | 348 | 0000015c | |
| glug | Wavebank | 325 | 00000145 | |
| goat | Wavebank | 78 | 0000004e | A goat bleating. |
| goat | Wavebank | 79 | 0000004f | Variation on the goat sound cue. |
| goldenWalnut | Wavebank | 372 | 00000174 | |
| gorilla_intro | Wavebank | 388 | 00000184 | |
| grunt | Wavebank | 12 | 0000000c | |
| gulp | Wavebank | 239 | 000000ef | Loud drinking sounds. Plays when the player drinks. |
| gulp | Wavebank | 240 | 000000f0 | Variation on the gulp sound cue. |
| hammer | Wavebank | 134 | 00000086 | |
| harvest | Wavebank | 326 | 00000146 | A "pop" noise. Plays when crops are harvested, either by the player or by Junimos. |
| healSound | Wavebank | 196 | 000000c4 | |
| hitEnemy | Wavebank | 56 | 00000038 | |
| hoeHit | Wavebank | 13 | 0000000d | The sound of digging in the dirt. Plays when dirt is tilled with a Hoe. |
| horse_flute | Wavebank | 395 | 0000018b | A flute playing a short melody. Plays when the Horse Flute is used. |
| horse_flute | Wavebank | 401 | 00000191 | Variation on the horse_flute sound cue. |
| horse_flute | Wavebank | 402 | 00000192 | Variation on the horse_flute sound cue. |
| jingle1 | Wavebank | 252 | 000000fc | A high-pitched "ding". Used when a fish is caught and when journal or fish pond quests are completed. |
| junimoKart_coin | Wavebank(1.4) | 16 | 00000010 | |
| junimoMeep1 | Wavebank | 306 | 00000132 | A high-pitched chirp. Used by Junimos. |
| keyboardTyping | Wavebank | 293 | 00000125 | |
| killAnimal | Wavebank | 233 | 000000e9 | |
| leafrustle | Wavebank | 142 | 0000008e | Leaves rustling. Plays when trees are shaken, critters jump into bushes, bushes are shaken, and more. |
| machine_bell | Wavebank | 413 | 0000019d | |
| magic_arrow | Wavebank | 420 | 000001a4 | |
| magic_arrow_hit | Wavebank | 419 | 000001a3 | |
| magma_sprite_die | Wavebank | 380 | 0000017c | |
| magma_sprite_hit | Wavebank | 379 | 0000017b | |
| magma_sprite_spot | Wavebank | 381 | 0000017d | |
| metal_tap | Wavebank | 203 | 000000cb | |
| Meteorite | Wavebank | 225 | 000000e1 | A whooshing noise. Plays during the Meteorite nighttime event. |
| Milking | Wavebank | 230 | 000000e6 | |
| minecartLoop | Wavebank | 188 | 000000bc | |
| miniharp_note | Wavebank(1.4) | 5 | 00000005 | |
| money | Wavebank | 61 | 0000003d | |
| moneyDial | Wavebank | 237 | 000000ed | A high-pitched sound of coins falling. Plays repeatedly on a new day when the money from the previous day's shipping is added to the player's farm. |
| monkey1 | Wavebank | 385 | 00000181 | A monkey chattering. Used by the monkeys in the Volcano Caldera. |
| monsterdead | Wavebank | 158 | 0000009e | |
| moss_cut | Wavebank | 409 | 00000199 | A rustling noise. Plays when Moss is harvested from a tree. |
| mouseClick | Wavebank | 294 | 00000126 | |
| newArtifact | Wavebank | 211 | 000000d3 | A low-pitched "ding". Plays when UI messages such as skill mastery level-ups appear, items are donated to bundles or the museum, the Night Market submarine reaches the ocean floor, breaking open a geode containing common items at the Blacksmith, and in other menus throughout the game. |
| newRecipe | Wavebank | 214 | 000000d6 | |
| newRecord | Wavebank | 213 | 000000d5 | |
| objectiveComplete | Wavebank | 132 | 00000084 | |
| openBox | Wavebank | 14 | 0000000e | |
| openChest | Wavebank | 161 | 000000a1 | A click and then the creak of hinges. Plays when a Chest opens. |
| Ostrich | Wavebank | 367 | 0000016f | An ostrich cooing |
| ow | Wavebank | 63 | 0000003f | Players when the player takes damage. |
| owl | Wavebank | 227 | 000000e3 | An owl hooting. Plays during the Stone Owl nighttime event. |
| parachute | Wavebank | 414 | 0000019e | The rustling sound of a parachute. Used in the plane fly-by cutscene that enables the Mystery Box mechanic. |
| parrot | Wavebank | 360 | 00000168 | A parrot squawking. Used by the parrots on Ginger Island. |
| parrot_flap | Wavebank | 432 | 000001b0 | The sound of parrot wings flapping. Used by the parrots on Ginger Island. |
| parrot_squawk | Wavebank | 373 | 00000175 | A parrot squawking. Used by the parrots on Ginger Island. |
| parry | Wavebank | 173 | 000000ad | A "clink" noise. Plays when an attack is successfully parried. |
| phone | Wavebank | 113 | 00000071 | |
| Pickup_Coin15 | Wavebank | 273 | 00000111 | |
| pickUpItem | Wavebank | 15 | 0000000f | A "pop" sound. Plays when forageables are picked up. |
| pig | Wavebank | 130 | 00000082 | A pig oinking. |
| pig | Wavebank | 131 | 00000083 | Variation on the pig sound cue. |
| planeflyby | Wavebank | 415 | 0000019f | The whirring of a propellor plane. Used in the plane fly-by cutscene that enables the Mystery Box mechanic. |
| potterySmash | Wavebank | 147 | 00000093 | |
| powerup | Wavebank | 39 | 00000027 | |
| pullItemFromWater | Wavebank | 28 | 0000001c | |
| purchase | Wavebank | 145 | 00000091 | |
| purchase | Wavebank | 146 | 00000092 | |
| purchase | Wavebank | 241 | 000000f1 | |
| purchaseClick | Wavebank | 146 | 00000092 | |
| purchaseRepeat | Wavebank | 241 | 000000f1 | |
| qi_shop | Wavebank | 399 | 0000018f | |
| qi_shop_purchase | Wavebank | 400 | 00000190 | |
| questcomplete | Wavebank | 128 | 00000080 | |
| quickSlosh | Wavebank | 290 | 00000122 | |
| quickSlosh | Wavebank | 291 | 00000123 | |
| rabbit | Wavebank | 74 | 0000004a | A rustling noise used when Rabbits are pet. |
| Raccoon | Wavebank | 424 | 000001a8 | |
| Raccoon | Wavebank | 425 | 000001a9 | |
| rainsound | Wavebank | 135 | 00000087 | |
| rainsound | Wavebank | 136 | 00000088 | |
| rainsound | Wavebank | 137 | 00000089 | |
| reward | Wavebank | 212 | 000000d4 | |
| robotBLASTOFF | Wavebank | 287 | 0000011f | |
| robotSoundEffects | Wavebank | 286 | 0000011e | |
| rockGolemDie | Wavebank | 166 | 000000a6 | |
| rockGolemHit | Wavebank | 167 | 000000a7 | |
| rockGolemSpawn | Wavebank | 165 | 000000a5 | |
| rooster | Wavebank | 329 | 00000149 | A rooster crowing. Plays at the start of each day. |
| scissors | Wavebank | 229 | 000000e5 | Scissors snipping. Plays when Shears are used. |
| seagulls | Wavebank | 176 | 000000b0 | A seagull squawking. |
| seagulls | Wavebank | 177 | 000000b1 | Variation on the seagulls sound cue. |
| seagulls | Wavebank | 178 | 000000b2 | Variation on the seagulls sound cue. |
| secret1 | Wavebank | 218 | 000000da | |
| seeds | Wavebank | 17 | 00000011 | |
| select | Wavebank | 148 | 00000094 | A high-pitched hollow rising 'pook!' sound. Used as a click/select sound in many menus (e.g. clicking a button on the title screen). |
| sell | Wavebank | 242 | 000000f2 | |
| serpentDie | Wavebank | 315 | 0000013b | |
| serpentHit | Wavebank | 314 | 0000013a | |
| sewing_loop | Wavebank(1.4) | 15 | 0000000f | |
| shadowDie | Wavebank | 194 | 000000c2 | |
| shadowHit | Wavebank | 195 | 000000c3 | |
| shadowpeep | Wavebank | 18 | 00000012 | |
| sheep | Wavebank | 232 | 000000e8 | A sheep bleating. |
| shiny4 | Wavebank | 19 | 00000013 | |
| Ship | Wavebank | 96 | 00000060 | The sound of items dropping into a wooden box. Used in a variety of situataions, including when items are dropped into the Shipping Bin. |
| Ship | Wavebank | 97 | 00000061 | Variation on the Ship sound cue. |
| shwip | Wavebank | 317 | 0000013d | |
| SinWave | Wavebank | 245 | 000000f5 | |
| sipTea | Wavebank | 193 | 000000c1 | |
| skeletonDie | Wavebank | 183 | 000000b7 | |
| skeletonHit | Wavebank | 184 | 000000b8 | |
| skeletonStep | Wavebank | 182 | 000000b6 | |
| slime | Wavebank | 57 | 00000039 | A "boing" noise. Used when Slimes lunge at the player. |
| slimedead | Wavebank | 59 | 0000003b | A "splat" sound. Used when Slimes die. |
| slimedead | Wavebank | 156 | 0000009c | Variation on the slimedead sound cue. |
| slimedead | Wavebank | 157 | 0000009d | Variation on the slimedead sound cue. |
| slimeHit | Wavebank | 185 | 000000b9 | |
| slingshot | Wavebank | 207 | 000000cf | The sound of something being drawn tight. Plays when the Slingshot is drawn back. |
| slosh | Wavebank | 289 | 00000121 | Water sloshing. Plays in a variety of situations, including when a Pan is used. |
| slosh | Wavebank | 290 | 00000122 | Variation on the slosh sound cue. |
| slosh | Wavebank | 291 | 00000123 | Variation on the slosh sound cue. |
| slowReel | Wavebank | 247 | 000000f7 | The sound of a fishing rod reeling. Plays when the fishing bar is no longer behind the fish in the fishing minigame. |
| smallSelect | Wavebank | 20 | 00000014 | |
| SpringBirds | Wavebank | 86 | 00000056 | A bird chirping. Used as ambient noise. |
| SpringBirds | Wavebank | 87 | 00000057 | Variation on the SpringBirds sound cue. |
| SpringBirds | Wavebank | 88 | 00000058 | Variation on the SpringBirds sound cue. |
| SpringBirds | Wavebank | 89 | 00000059 | Variation on the SpringBirds sound cue. |
| SpringBirds | Wavebank | 90 | 0000005a | Variation on the SpringBirds sound cue. |
| squid_bubble | Wavebank | 392 | 00000188 | |
| squid_hit | Wavebank | 393 | 00000189 | |
| squid_move | Wavebank | 391 | 00000187 | |
| Stadium_cheer | Wavebank | 355 | 00000163 | |
| stairsdown | Wavebank | 313 | 00000139 | The sound of footsteps descending. Plays when the player descends ladders. |
| stardrop | Wavebank | 351 | 0000015f | |
| statue_of_blessings | Wavebank | 417 | 000001a1 | |
| steam | Wavebank | 378 | 0000017a | |
| stone_button | Wavebank | 418 | 000001a2 | |
| stoneCrack | Wavebank | 75 | 0000004b | |
| stoneCrack | Wavebank | 76 | 0000004c | |
| stumpCrack | Wavebank | 217 | 000000d9 | |
| submarine_landing | Wavebank | 365 | 0000016d | |
| swordswipe | Wavebank | 58 | 0000003a | |
| swordswipe | Wavebank | 162 | 000000a2 | |
| telephone_buttonPush | Wavebank | 369 | 00000171 | |
| telephone_dialtone | Wavebank | 370 | 00000172 | |
| telephone_ringingInEar | Wavebank | 368 | 00000170 | |
| terraria_boneSerpent | Wavebank | 407 | 00000197 | |
| terraria_meowmere | Wavebank | 405 | 00000195 | |
| terraria_meowmere | Wavebank | 406 | 00000196 | |
| terraria_warp | Wavebank | 404 | 00000194 | |
| throw | Wavebank | 187 | 000000bb | |
| throwDownITem | Wavebank | 21 | 00000015 | |
| thunder | Wavebank | 114 | 00000072 | A loud thunderclap. |
| thunder_small | Wavebank | 327 | 00000147 | Thunder rumbling. |
| thunder_small | Wavebank | 328 | 00000148 | Variation on the thunder_small sound cue. |
| ticket_machine_whir | Wavebank | 410 | 0000019a | |
| tinyWhip | Wavebank | 249 | 000000f9 | |
| toolCharge | Wavebank | 62 | 0000003e | |
| toolSwap | Wavebank | 27 | 0000001b | |
| toyPiano | Wavebank | 181 | 000000b5 | |
| trainLoop | Wavebank | 222 | 000000de | A loop of a train clacking on the tracks. |
| trainWhistle | Wavebank | 219 | 000000db | A short train whistle. |
| trashbear | Wavebank(1.4) | 25 | 00000019 | |
| trashbear_flute | Wavebank(1.4) | 24 | 00000018 | |
| trashcan | Wavebank | 209 | 000000d1 | The sound of wrappers rustling. Plays when the player rustles through the Garbage Cans around town. |
| trashcanlid | Wavebank | 210 | 000000d2 | The sound of metal hinges creaking. Plays when the player hovers the Trash Can in their inventory menu and when the Bus door closes before it drives off. |
| treasure_totem | Wavebank | 416 | 000001a0 | |
| treecrack | Wavebank | 140 | 0000008c | A cracking noise. Plays right as the animation of a tree falling starts. |
| treethud | Wavebank | 139 | 0000008b | |
| turtle_pet | Wavebank | 430 | 000001ae | A low chirping noise. The sound of the Turtle pet. |
| UFO | Wavebank | 226 | 000000e2 | A sci-fi humming sound. Plays during the Strange Capsule nighttime event. |
| wand | Wavebank | 118 | 00000076 | |
| warrior | Wavebank | 206 | 000000ce | |
| wateringCan | Wavebank | 153 | 00000099 | Water pouring. Plays when the Watering Can is used. |
| wateringCan | Wavebank | 154 | 0000009a | Variation on the wateringCan sound cue. |
| wateringCan | Wavebank | 155 | 0000009b | Variation on the wateringCan sound cue. |
| waterSlosh | Wavebank | 257 | 00000101 | A sloshing sound. Plays when both water and lava slosh. |
| waterSlosh | Wavebank | 258 | 00000102 | Variation on the waterSlosh sound cue. |
| waterSlosh | Wavebank | 259 | 00000103 | Variation on the waterSlosh sound cue. |
| weed_cut | Wavebank | 408 | 00000198 | A rustling noise. Plays when weeds are cut down. |
| whistle | Wavebank | 298 | 0000012a | A sports referee-style whistle. Plays at the end of the fishing and target minigames at the Stardew Valley Fair. |
| windstorm | Wavebank | 426 | 000001aa | The sound of the wind howling and then a tree cracking. Plays during the windstorm nighttime event. |
| woodchipper | Wavebank(1.4) | 18 | 00000012 | |
| woodchipper_occasional | Wavebank(1.4) | 19 | 00000013 | |
| woodWhack | Wavebank | 311 | 00000137 | |
| woodWhack | Wavebank | 312 | 00000138 | |
| woodyHit | Wavebank | 77 | 0000004d | |
| yoba | Wavebank | 202 | 000000ca | A sparkling noise. Plays when the Prismatic Butterfly is found and when Fairy Dust is used. |
Manage audio in C#
The game mostly handles sound effects through the Game1.sounds field. This has low-level methods like PlayLocal, PlayAll, GetVolumeForDistance, etc.
However, you should rarely call Game1.sounds directly. Instead the game has four main methods for playing a sound effect:
| method | usage |
|---|---|
| Game1.playSound | Play a sound for the current player only, which isn't synced in multiplayer and isn't affected by location or distance. This is mainly used for UI and menu sounds.
For example: // for UI elements (e.g. crafting an item)
Game1.playSound("crafting");
|
| GameLocation.localSound GameLocation.playSound |
Play a sound for the current player (localSound) or all players (playSound) if they're in this location.
You can optionally specify...
For example: // play sound for the current player if they're anywhere on the farm
Game1.getFarm().localSound("doorCreak");
// play sound for the current player if they're on the farm near the mailbox (fading with distance)
Farm farm = Game1.getFarm();
farm.localSound("doorCreak", farm.GetMainMailboxPosition());
// play sound for all players on the farm near the mailbox (fading with distance), with a -200 pitch shift
Farm farm = Game1.getFarm();
farm.playSound("doorCreak", farm.GetMainMailboxPosition(), 1000);
|
| DelayedAction.playSoundAfterDelay | Play a sound for the current or all players after a specified delay in milliseconds. You can optionally specify a location, tile position, and pitch (which works the same way as the GameLocation methods). You can call this method repeatedly to play multiple sounds (e.g. for a sequence of sounds with different delays).
For example: // play sound for the current player after 1.5 seconds, no matter where they are
DelayedAction.playSoundAfterDelay("thunder_small", 1500);
// play sound for all players on the farm after 1.5 seconds, fading with distance from the mailbox
Farm farm = Game1.getFarm();
DelayedAction.playSoundAfterDelay("doorCreak", farm, farm.GetMainMailboxPosition());
// play sound for the current player only if they'rte on the farm after 1.5 seconds, fading with distance from the mailbox
Farm farm = Game1.getFarm();
DelayedAction.playSoundAfterDelay("doorCreak", farm, farm.GetMainMailboxPosition(), local: true);
|
To add/edit audio, see audio data above.
See also
- From the modding tutorial wiki: