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Modding:Audio

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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:

  1. specific audio cue IDs in some cases (e.g. MainTheme on the title screen);
  2. music data in Data/Locations;
  3. the Music map property (deprecated);
  4. 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:

value effect
true Reduces memory usage when the audio cue isn't active, but increases performance impact when it's played. Playing the audio multiple times will multiply the memory and performance impact while they're active, since each play will stream a new instance. Recommended for longer audio cues (like music or ambient noise), or cues that are rarely used in a specific scenario (e.g. a sound that only plays once in an event).
false Increases memory usage (since it's fully loaded into memory), but reduces performance impact when it's played. It can be played any number of times without affecting memory or performance (it'll just play the cached audio). Recommended for sound effects, or short audio cues that are played occasionally.
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.

If your audio is in mono and not stereo, it may sound quieter or muffled compared to other audio. You should convert your audio to stereo if you want to avoid this.

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.
use unwxnb on macOS 
If you want to use unxwb on a Mac, you'll need to build it yourself.
  1. Download the source code to unxwb from unxwb (click the green Code button > select download zip)
  2. Download this make file from Github (download zip button in top right)
  3. Unzip both if needed
  4. Move the make file into the source code folder
  5. Open up Terminal and type cd Downloads/unxwb-master and hit return if you just left everything in Downloads, or otherwise use cd to move into the folder with the source code
  6. Type make into Terminal and hit return. If this gives you errors, try typing in xcode-select --install and hit return, which installs developer tools, and then try make again
  7. You should now have unxwb as a Unix executable file in that folder
  8. Copy Wave Bank.xwb from your game content folder into the folder
  9. Type ./unxwb Wave\ Bank.xwb and hit return to extract the .wavs from the .xwb
  10. Move the .wav files into a separate folder (I named mine Wave Bank)
  11. Copy Wave Bank(1.4).xwb from your game content folder into the folder
  12. Rename Wave Bank(1.4).xwb to WaveBank14.xwb
  13. Type ./unxwb WaveBank14.xwb and hit return to extract the .wavs from the .xwb
  14. Move the .wav files into a separate folder (I named mine Wave Bank 1.4)
  15. Now you have all the .wavs into two folders!
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

cue ID wavebank soundbank index description
dec hex
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.
434 000001b2
435 000001b3
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

cue ID wavebank soundbank index title in jukebox and soundtrack description
dec hex
50s Wavebank 45 0000002d Pleasant Memory (Penny's Theme) A peaceful clarinet and marimba track in 3.
AbigailFlute Wavebank 279 00000117 A Stillness in the Rain Solo (jukebox);
A Stillness in the Rain (Abigail's Melody) (soundtrack)
A solo flute melody.
AbigailFluteDuet Wavebank 280 00000118 A Stillness in the Rain Duet (jukebox);
A Stillness in the Rain (soundtrack)
The same melody as in AbigailFlute, but accompanied by a guitar.
aerobics Wavebank 55 00000037 Aerobics Class (jukebox only) Dance aerobics music that abruptly cuts off. Used in Harvey's 6-heart event.
archaeo Wavebank 0 00000000 An upbeat banjo tune with heavy bass and a higher-pitched electric melody. Appears unused.
bigDrums Wavebank 172 000000ac Mysterious tambourine, bass drum, and bongos. Used in Sebastian's 6-heart event.
breezy Wavebank 281 00000119 Land of Green and Gold (jukebox);
Land of Green and Gold (Leah's Theme) (soundtrack)
A happy marimba and harmonica tune in 3.
caldera Wavebank 383 0000017f Mystery of the Caldera A mysterious synth track backed by lava bubbling.
Cavern Wavebank 65 00000041 Mines (a Flicker in the Deep) A soft electric piano track. Plays in The Mines in levels 1-39.
christmasTheme Wavebank 305 00000131 Winter Festival A joyful holiday tune with jingling bells. Background music for the Feast of the Winter Star.
Cloth Wavebank 67 00000043 Mines (Cloth) Wistful piano chords with synths in a minor key. Plays in The Mines in levels 40-79.
CloudCountry Wavebank 190 000000be Cloud Country A happy banjo tune with flute. Used in the character creation menus.
clubloop Wavebank 102 00000066 Quiet ambient hum interrupted by the occasional sci-fi esque sound. Background ambiance for the Casino and Qi's Walnut Room.
cowboy_boss Wavebank 267 0000010b Journey Of The Prairie King (Boss) (jukebox);
Journey of the Prairie King (Final Boss & Ending) (soundtrack)
A fast and bass-heavy 8-bit boss fight soundtrack. Used as background music when the player fights Fector in Journey of the Prairie King.
cowboy_outlawsong Wavebank 277 00000115 Journey Of The Prairie King (Outlaw) (jukebox);
Journey of the Prairie King (The Outlaw) (soundtrack)
An 8-bit "wild west"-themed track with whistling. Plays when the Cowboy boss spawns in Journey of the Prairie King.
Cowboy_OVERWORLD Wavebank 261 00000105 Journey of the Prairie King (Overworld) A medium-tempo 8-bit game theme. Used as the default theme for Journey of the Prairie King.
Cowboy_singing Wavebank 262 00000106 Journey Of The Prairie King (Ending) (jukebox);
Journey of the Prairie King (Final Boss & Ending) (soundtrack)
A slower 8-bit track with a higher-pitched melody on top of the bass. Plays when the player completes Journey of the Prairie King.
Cowboy_undead Wavebank 270 0000010e Journey Of The Prairie King (Undead) (jukebox only) A short and fast 8-bit game track in a minor key. Plays when the player picks up a tombstone power-up in Journey of the Prairie King.
crane_game Wavebank(1.4) 12 0000000c Crane Game A slow jazz string bass solo. Used in the Crane Game.
crane_game_fast Wavebank(1.4) 13 0000000d Crane Game (It's A Catch!) (jukebox);
Crane Game (soundtrack)
An upbeat version of crane_game that includes piano. Used in the Crane Game.
Crystal Bells Wavebank 64 00000040 Mines (Crystal Bells) A slow piano melody with electric bass and synths. Plays in The Mines in levels 1-39.
Cyclops Wavebank 124 0000007c Seems to match winter2.
desolate Wavebank 40 00000028 A Sad Story (jukebox);
A Sad Song (Alex's Theme) (soundtrack)
A sad mallet percussion tune.
distantBanjo Wavebank 347 0000015b Distant Banjo A happy harmonica and banjo tune.
EarthMine Wavebank 64 00000040 Plays one of either Crystal Bells, Cavern, or Secret Gnomes.
65 00000041
66 00000042
echos Wavebank 49 00000031 Echos (jukebox);
Echos (Sebastian's Theme) (soundtrack)
A pensive and slow xylophone solo.
elliottPiano Wavebank 295 00000127 Piano Solo (jukebox);
Piano Solo (Elliott's Theme) (soundtrack)
A slow, short, and simple piano solo.
EmilyDance Wavebank 357 00000165 Emily's Dance A cassette tape being put into a player and then upbeat dance music with a strong beat and flute/piano melody. Used in Emily's 6-heart event.
EmilyDream Wavebank 358 00000166 Dreamscape Ambiance of the wind blowing, a stringed instrument playing, and "ooo"s. Includes lots of pitch bending. Used in Emily's 2-heart event.
EmilyTheme Wavebank 359 00000167 Song Of Feathers (jukebox);
Song of Feathers (Emily's Theme) (soundtrack)
A medium-tempo happy synth track with a xylophone feature. Used in several of Emily's heart events.
end_credits Wavebank 403 00000193 Stardew Valley Forever (jukebox);
Summit Celebration (soundtrack)
A happy track with bass and synth melodies. Plays during the Summit event.
event1 Wavebank 299 0000012b Fun Festival An upbeat banjo, piano, and bass track. Plays in several cutscenes, such as the judging at the Egg Festival.
event2 Wavebank 302 0000012e Luau Festival An upbeat yet mysterious xylophone and flute melody. Used during the Luau.
fall1 Wavebank 121 00000079 Fall (The Smell of Mushroom) A soft trumpet, clarinet, harp, and xylophone track. Plays in various outdoor locations in fall.
fall2 Wavebank 119 00000077 Fall (Ghost Synth) A soft synth and bass track with light drums. Plays in various outdoor locations in fall.
fall3 Wavebank 120 00000078 Fall (Raven's Descent) A soft flute and xylophone track. Plays in various outdoor locations in fall.
fallFest Wavebank 304 00000130 Stardew Valley Fair Theme A medium-tempo banjo and clarinet duet. Used in various festivals, including the Stardew Valley Fair.
fieldofficeTentMusic Wavebank 375 00000177 Professor Snail's Radio A laid-back electric guitar track with light percussion and some xylophone fills. Plays in the Island Field Office.
FlowerDance Wavebank 301 0000012d Flower Dance A waltz featuring lots of string pizzicato, flute, and bells. Plays during the dance scene in the Flower Dance.
FrogCave Wavebank 387 00000183 The Gourmand's Cave A medium-tempo percussive track with drums, clave, and the occasional frog croak. Plays in Gourmand's Cave.
FrostMine Wavebank 67 00000043 Plays one of either Cloth, Icicles, or XOR.
68 00000044
69 00000045
Ghost Synth Wavebank 119 00000077 Alias for fall2 that is unused by Vanilla.
grandpas_theme Wavebank 336 00000150 Grandpa's Theme A soft music box lullaby. Plays in the intro cutscene.
gusviolin Wavebank 297 00000129 Violin Solo A short, sentimental violin solo. Plays in Alex's 10-heart event.
harveys_theme_jazz Wavebank(1.4) 4 00000004 Grapefruit Sky (Pasta Primavera Mix) A medium-tempo swing track with piano, drums, and mallet percussion. Used in Harvey's 14-heart event.
heavy Wavebank 51 00000033 Sam's Band (heavy) (jukebox);
Sam's Band (Heavy Version) (soundtrack)
Loud drums and bass. Used by Sam's 8-heart event.
honkytonky Wavebank 52 00000034 Sam's Band (Bluegrass) (jukebox)
Sam's Band (Bluegrass Version) (soundtrack)
An uptempo fiddle and banjo tune. Used by Sam's 8-heart event.
Icicles Wavebank 68 00000044 Mines (Icicles) A slower track with synths and some drums. Plays in The Mines in levels 40-79.
IslandMusic Wavebank 374 00000176 Ginger Island A tropical tune featuring steel drums, castanets, güiro, and flute. Plays on Ginger Island.
jaunty Wavebank 41 00000029 Jaunty A happy flute and harpsichord duet in 3. Used in various heart events.
junimoKart Wavebank(1.4) 20 00000014 Junimo Kart (Title Theme) (jukebox);
JunimoKart (Title Theme) (soundtrack)
An upbeat synth track. Plays in the title menus of Junimo Kart.
junimoKart_ghostMusic Wavebank(1.4) 0 00000000 Junimo Kart (Ghastly Galleon) (jukebox);
JunimoKart (Ghastly Galleon) (soundtrack)
A slow, spooky track with ghostly "ooo"s. Plays in the Ghastly Galleon levels of JunimoKart.
junimoKart_mushroomMusic Wavebank(1.4) 21 00000015 Junimo Kart (Glowshroom Grotto) (jukebox);
JunimoKart (Glowshroom Grotto) (soundtrack)
A slower synth track with a hi-hat beat. Plays in the Glowshroom Grotto levels of JunimoKart.
junimoKart_slimeMusic Wavebank(1.4) 22 00000016 Junimo Kart (Slomp's Stomp) (soundtrack);
JunimoKart (Slomp's Stomp) (soundtrack)
An uptempo track in harmonic minor featuring oboe, a stringed instrument, güiro, and the occasional slime splat noise. Plays in the Slomp's Stomp levels of JunimoKart.
junimoKart_whaleMusic Wavebank(1.4) 1 00000001 Junimo Kart (The Gem Sea Giant) (jukebox);
JunimoKart (The Gem Sea Giant) (soundtrack)
A slow, mystical synth track with some pitch bending. Plays in the Gem Sea Giant levels of JunimoKart.
junimoStarSong Wavebank 308 00000134 A Golden Star Is Born A hopeful synth track. Plays in the Community Center after various completion milestones.
kindadumbautumn Wavebank 282 0000011a Grapefruit Sky (jukebox);
Grapefruit Sky (Dr. Harvey's Theme) (soundtrack)
A peaceful guitar and flute duet. Used in several of Harvey and Maru's heart events.
LavaMine Wavebank 72 00000048 Plays one of either Of Dwarves, Near The Planet Core, Overcast, or tribal.
73 00000049
198 000000c6
215 000000d7
libraryTheme Wavebank 341 00000155 Library and Museum (jukebox);
The Library and Museum (soundtrack)
A cheerful banjo and flute duet. Plays as background music in the Museum.
MainTheme Wavebank 335 0000014f Stardew Valley Overture A peaceful guitar and flute theme. Plays in the title menus for the game.
Majestic Wavebank 121 00000079 Alias for fall1 that is unused by Vanilla.
MarlonsTheme Wavebank 349 0000015d Marlon's Theme (jukebox);
The Adventure Guild (soundtrack)
A banjo melody accompanied by flute and string bass. Used as background music for the Adventurer's Guild.
marnieShop Wavebank 180 000000b4 Country Shop A happy banjo, violin, and flute melody accompanied by tambourine. Plays at Marnie's Ranch and the Carpenter's Shop.
mermaidSong Wavebank 362 0000016a Mermaid (jukebox);
Mermaid Song (soundtrack)
A slow, mystical synth track with vocals over top. Plays during the Night Market's mermaid show.
moonlightJellies Wavebank 303 0000012f Dance of the Moonlight Jellies A peaceful synth track with the sound of ocean waves in the background. Plays during the Dance of the Moonlight Jellies.
movie_classic Wavebank(1.4) 7 00000007 The Zuzu City Express Theme (jukebox);
The Zuzu City Express (Movie Theme) (soundtrack)
A peaceful string ballad with quiet mallet percussion. Used in The Zuzu City Express movie.
movie_nature Wavebank(1.4) 8 00000008 Exploring Our Vibrant World (jukebox);
Exploring Our Vibrant World (Movie Theme)
A mysterious track with string, marimba, and slow drums. A flute melody enters midway. Used in the Natural Wonders: Exploring Our Vibrant World movie.
movie_wumbus Wavebank(1.4) 9 00000009 Wumbus' Theme (jukebox);
Wumbus (Movie Theme) (soundtrack)
A midtempo electric piano track with prominent percussion features. Used the in the Wumbus movie.
movieTheater Wavebank(1.4) 10 0000000a Movie Theater An uptempo swing track with electric piano, vibraphone, and drums. Default music in the Movie Theater.
movieTheaterAfter Wavebank(1.4) 11 0000000b Movie Theater (Closing Time) A slower rendititon of movieTheater with piano and clarinet. Plays after a movie ends at the Movie Theater.
musicboxsong Wavebank 44 0000002c Music Box Song A slow music box and synth melody. Plays in various cutscenes, such as the Community Center Reopening Ceremony (Pierre's memories).
Near The Planet Core Wavebank 72 00000048 Mines (a Visitor to the Unknown) (jukebox);
Mines (Visitor to the Unknown) (soundtrack)
An uptempo synth, bass, flute, and glockenspiel track with the occasional wind gust. Plays in The Mines in levels 80-120.
New Snow Wavebank 126 0000007e Alias for winter1 that is unused by Vanilla.
night_market Wavebank 364 0000016c Night Market A slow track with mallet percussion, strings, flute, and the sound of ocean waves. Plays during the Night Market.
Of Dwarves Wavebank 73 00000049 Mines (The Lava Dwellers) A miidtempo track with synths, lots of hi-hat, and whooshing sounds. Plays in The Mines in levels 80-120.
Orange Wavebank 122 0000007a Alias for summer1 that is unused by Vanilla.
Overcast Wavebank 215 000000d7 Mines (Magical Shoes) A mysterious synth track backed by drums. Plays in The Mines in levels 80-120.
Pink Petals Wavebank 93 0000005d Alias for spring1 that is unused by Vanilla.
PIRATE_THEME Wavebank 390 00000186 Pirate Theme A bouncy shanty in a minor key. Plays in Ginger Island's Pirate Cove when Pirates are visiting.
PIRATE_THEME(muffled) Wavebank 390 00000186 Pirate Theme (Muffled) (jukebox only) A muffled version of PIRATE_THEME. Plays in Ginger Island Southeast when Pirates are visiting.
playful Wavebank 278 00000116 Playful A happy clarinet and xylophone duet with background strings. Used in various heart events.
Plums Wavebank 120 00000078 Alias for fall3 that is unused by Vanilla.
poppy Wavebank 53 00000035 Sam's Band (poppy) (jukebox);
Sam's Band (Pop Version) (soundtrack)
A happy pop song with strong electric guitar, bass, and claps. Used by Sam's 8-heart event.
raccoonSong Wavebank 436 000001b4 Raccoon Song (jukebox only) An eclectic track with a melody full of chirping. Plays after the player completes all of the requests for the Raccoon.
ragtime Wavebank 46 0000002e Pickle Jar Rag (Jukebox);
Pickle Jar Rag (Haley's Theme) (soundtrack)
A piano ragtime track. Used in various heart events such as Haley's 4-heart event.
sad_kid Wavebank 389 00000185 Leo's Song A pensieve flute and marimba duet. Plays in various heart events involving Leo.
sadpiano Wavebank 47 0000002f A Dark Corner of the Past A wistful piano solo. Used in various heart events.
Saloon1 Wavebank 350 0000015e The Stardrop Saloon An old-timey ragtime piano solo with the occasional sound of clinking plates and glasses. Plays in the Saloon.
sam_acoustic1 Wavebank(1.4) 2 00000002 The Happy Junimo Show Theme A harmonica song with guitar and tambourine accompaniment. Ends with a guitar solo. Used by Sam's 14-heart event.
sam_acoustic2 Wavebank(1.4) 3 00000003 Sam's Acoustic Noodling (jukebox only) A short acoustic guitar rendition of sam_acoustic1. Used by Sam's 14-heart event.
sampractice Wavebank 50 00000032 Band Practice A short clip of an electric guitar practicing over a loop of drums and claps. Used by Sam's 2-heart event.
sappypiano Wavebank 43 0000002b A midtempo track featuring sparkling harp notes, synths, flute, and drums. It is unknown why the track is titled this way. Unused by Vanilla.
Secret Gnomes Wavebank 66 00000042 Mines (Star Lumpy) A mysterious mallet percussion track. Plays in The Mines in levels 1-39.
SettlingIn Wavebank 192 000000c0 Settling In A happy banjo and flute duet with bass. Plays in the event where the player meets Robin and Lewis after just moving in.
shaneTheme Wavebank 361 00000169 Shane's Theme (jukebox);
Frozen Pizza and Eggs (Shane's Theme) (soundtrack)
A sad xylophone and electric guitar track. Used in various cutscenes such as Shane's 4-heart event.
shimmeringbastion Wavebank 54 00000036 Sam's Band (Electronic) (jukebox);
Sam's Band (Electronic Version) (soundtrack)
An upbeat synth track with drums. Used by Sam's 8-heart event.
spaceMusic Wavebank 285 0000011d Starwatcher (jukebox);
Starwatcher (Maru's Theme) (soundtrack)
A slow, peaceful synth melody over crickets chirping. Used in various cutscenes such as Maru's 14-heart event.
spirits_eve Wavebank 334 0000014e Spirit's Eve Festival A spooky theme. Plays during Spirit's Eve.
spring1 Wavebank 93 0000005d Spring (It's a Big World Outside) A hopeful track featuring strings, clarinet, and flute. Plays in various outdoor locations in spring.
spring2 Wavebank 91 0000005b Spring (The Valley Comes Alive)
spring3 Wavebank 92 0000005c Spring (Wild Horseradish Jam)
springsongs Wavebank 91 0000005b
92 0000005c
93 0000005d
springtown Wavebank 94 0000005e Pelican Town
Stadium_ambient Wavebank 356 00000164
starshoot Wavebank 42 0000002a Starshoot (jukebox only)
submarine_song Wavebank 366 0000016e Submarine (jukebox);
Submarine Theme (soundtrack)
summer1 Wavebank 122 0000007a Summer (Nature's Crescendo) A happy track featuring castanets, flute, and bass. Plays in various outdoor locations in summer.
summer2 Wavebank 123 0000007b Summer (The Sun Can Bend An Orange Sky)
summer3 Wavebank 115 00000073 Summer (Tropicala)
SunRoom Wavebank(1.4) 17 00000011 Alone With Relaxing Tea (jukebox);
Sun Room (Alone with Relaxing Tea) (soundtrack)
sweet Wavebank 144 00000090 Buttercup Melody
tickTock Wavebank 300 0000012c Festival Game
tinymusicbox Wavebank 296 00000128 Music Box Song (jukebox only) The soundtrack's Music Box Song is musicboxsong, not this one.
title_night Wavebank 127 0000007f Load Game Theme (jukebox);
Load Game (soundtrack)
tribal Wavebank 198 000000c6 Mines (Danger!)
Tropical Jam Wavebank 115 00000073
VolcanoMines Wavebank 382 0000017e
384 00000180
VolcanoMines1 Wavebank 382 0000017e Volcano Mines (Molten Jelly)
VolcanoMines2 Wavebank 384 00000180 Volcano Mines (Forgotten World)
wavy Wavebank 95 0000005f Calico Desert
wedding Wavebank 104 00000068 Wedding Theme (jukebox);
Wedding Celebration (soundtrack)
winter1 Wavebank 126 0000007e Winter (Nocturne of Ice) A slow, peaceful track with xylophone and synths. Plays in various outdoor locations in winter.
winter2 Wavebank 124 0000007c Winter (The Wind Can Be Still) A slow and peaceful synth track. Plays in various outdoor locations in winter.
winter3 Wavebank 125 0000007d Winter (Ancient)
WizardSong Wavebank 321 00000141 A Glimpse Of The Other World (jukebox);
A Glimpse of the Other World (Wizard's Theme) (soundtrack)
woodsTheme Wavebank 216 000000d8 In the Deep Woods
XOR Wavebank 69 00000045 Mines (Marimba Of Frozen Bone) (jukebox);
Mines (Marimba Of Frozen Bones) (soundtrack)

Music (ambient)

cue ID wavebank soundbank index description
dec hex
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 days.
roadnoise Wavebank 189 000000bd 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

cue ID wavebank soundbank index description
dec hex
achievement Wavebank 103 00000067 A bright "success" synth chime with reverb. Plays when the player gets an achievement.
axchop Wavebank 141 0000008d The hollow sound of an axe hitting wood. Used when various wooden things are hit with the Axe.
axe Wavebank 1 00000001 A higher-pitched version of axchop. Plays when various wooden items such as Tappers are placed.
backpackIN Wavebank 133 00000085 A low-pitched, descending "whoop" noise. Plays when the player holds an item in their hand and deposits it in the Shipping Bin without opening the menu to do so.
barrelBreak Wavebank 310 00000136 The sound of a wooden crate smashing. Plays when Crates and Barrels are broken in the Mines.
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 A short, descending click. Plays when menus are closed.
bigSelect Wavebank 3 00000003 Variation on the bigDeSelect sound cue.
bob Wavebank 30 0000001e A low "bloop". Plays while Fishing when the rod has been cast but no fish are on the line.
book_read Wavebank 423 000001a7 The sound of book pages flipping rapidly. Plays when the player reads a Book.
boop Wavebank 98 00000062 Various electric sci-fi zaps. Plays randomly as ambiance in the Casino.
99 00000063
100 00000064
101 00000065
boulderBreak Wavebank 238 000000ee The sound of a rock shattering. Plays when boulders break.
boulderCrack Wavebank 4 00000004 A high-pitched "dink" sound. Plays when tools and weapons are forged.
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.
236 000000ec
busDoorOpen Wavebank 191 000000bf A hissing noise followed by an ascending "whoop". Used in various cutscenes.
busDriveOff Wavebank 309 00000135 The sound of a bus engine rumbling that fades out into the distance. Plays when the Bus drives away (such as when the player visits The Desert).
button_press Wavebank 411 0000019b A mechanical button click. Used by the Prize Ticket machine menu.
button_tap Wavebank 412 0000019c A quiet mechanical button click. Used by the Prize Ticket machine menu.
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. Plays when the player interacts with the Desert Trader's camel.
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 A short shaker noise. Used for various cancellation actions or when the player has insufficient resources to perform an action.
cast Wavebank 246 000000f6 A short "shwhip" noise. Used by the Fishing Rod when it is cast.
cat Wavebank 332 0000014c A cat meowing.
333 0000014d
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.
203 000000cb
203 000000cb
204 000000cc
205 000000cd
205 000000cd
clubhit Wavebank 159 0000009f A low-pitched thud. Used by Clubs.
clubSmash Wavebank 174 000000ae A more aggressive and low-pitched thud. Used by Clubs when the special attack is triggered.
clubswipe Wavebank 160 000000a0 A low-pitched "swish" noise. Plays when Clubs swing.
cluck Wavebank 31 0000001f A chicken clucking.
32 00000020
33 00000021
coin Wavebank 5 00000005 A "pop" sound. Plays in a variety of situations, including when the player picks up objects.
coldSpell Wavebank 197 000000c5 A high-pitched and rattly "woosh". Unused in vanilla.
cow Wavebank 80 00000050 A cow mooing.
81 00000051
82 00000052
cowboy_dead Wavebank 268 0000010c An 8-bit zap noise followed by a disappointed-sounding descending riff. Plays when the player dies in Journey of the Prairie King.
cowboy_explosion Wavebank 276 00000114 An 8-bit explosion sound. Used by Journey of the Prairie King.
cowboy_gopher Wavebank 275 00000113 A quick, high-pitched zap. Used by the gopher in Journey of the Prairie King.
cowboy_gunload Wavebank 272 00000110 An 8-bit version of a gun loading. Used by Journey of the Prairie King.
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 An 8-bit death noise. Plays when monsters die in Journey of the Prairie King.
265 00000109
cowboy_monsterhit Wavebank 274 00000112 A short, hollow "tock" sound. Plays when monsters are damaged in Journey of the Prairie King.
cowboy_powerup Wavebank 271 0000010f An ascending, 8-bit zap. Plays when the player gets a powerup in Journey of the Prairie King.
Cowboy_Secret Wavebank 263 00000107 An ascending, 8-bit jingle. Plays when the player holds up powerups in Journey of the Prairie King.
crafting Wavebank 36 00000024 A hammer clanking on a nail. Plays when the player tries to damage a hiding Rock Crab.
crane Wavebank(1.4) 14 0000000e A looping buzzing sound. Used by the Crane Game.
crickets Wavebank 117 00000075 A single chirp. Used as random ambient nighttime noise.
cricketsAmbient Wavebank 346 0000015a A loop of crickets chirping. Plays as ambient nighttime noise.
crit Wavebank 352 00000160 A high-pitched "zing". Plays when the player lands a critical hit with their weapon.
croak Wavebank 138 0000008a A frog croaking once. Used as ambient noise in the rain and in various cutscenes involving frogs.
crow Wavebank 324 00000144 A singular crow caw.
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 A spooky breathing noise. Plays when the Cursed Mannequin "comes to life".
cut Wavebank 6 00000006 The sound of foliage swiping. Plays when Weeds are cut.
daggerswipe Wavebank 163 000000a3 A short swiping noise. Plays when the Dagger is used for a normal attack.
death Wavebank 70 00000046 A descending marimba riff. Plays when the player is knocked to 0 health.
debuffHit Wavebank 151 00000097 A "zap" noise. Plays when debuffing projectiles hit the player.
debuffSpell Wavebank 152 00000098 A similar "zap" sound to debuffHit. Plays when debuffing projectiles are fired at the player.
detector Wavebank 37 00000025 A high-pitched sci-fi "boing". Unused by Vanilla.
dialogueCharacter Wavebank 7 00000007 A short tone. Plays when the dialogue typing animation is running for dialogue boxes.
dialogueCharacterClose Wavebank 8 00000008 A short ascending tone. Plays when the last character of the text in a dialogue box is rendered in the typing animation.
dirtyHit Wavebank 243 000000f3 The sound of digging in the dirt. Plays when crops are planted.
244 000000f4
discoverMineral Wavebank 208 000000d0 A sparkling noise. Plays when the player gets rarer drops from cracking Geodes.
distantTrain Wavebank 220 000000dc A train whistle in the distance. Plays when a Train comes but the player is not at the Railroad.
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 A dog whining and panting. Plays in several events involving Dusty.
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 A sci-fi "beep-boop" chirp. Plays when a Dwarvish Sentry spawns.
dwoop Wavebank 34 00000022 A sound that inflects upwards in pitch, but is a lower pitch than dwop. Plays when farm animals go inside and when furniture is rotated.
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 A warbling noise. This is the default sound that plays when a fish bites. Players may select this sound as their fish bite sound in the options menu.
fishBite_alternate_0 Wavebank 398 0000018e A higher-pitched version of fishBite. Players may select this sound as their fish bite sound in the options menu.
fishBite_alternate_1 Wavebank 397 0000018d A lower-pitched version of fishBite. Players may select this sound as their fish bite sound in the options menu.
fishBite_alternate_2 Wavebank 396 0000018c A more watery version of fishBite. Players may select this sound as their fish bite sound in the options menu.
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.
255 000000ff
256 00000100
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 The sound of fire roaring and a spell casting. Used in several events, including Sebastian's 6-heart event.
flameSpellHit Wavebank 149 00000095 The sound of a fireball colliding with something. Used in several events, including Sebastian's 6-heart event.
flute Wavebank 112 00000070 A flute playing a single tone. Used by Flute Blocks.
flybuzzing Wavebank 164 000000a4 The sound of insect wings buzzing. Used by flying insects such as the Cave Fly.
frog_slap Wavebank 422 000001a6 A slimey splat. Plays when the frog from the Frog Egg trinket hops.
frozen Wavebank 394 0000018a The sound of ice quickly forming. Plays when projectiles from the Ice Rod hit enemies.
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 A sparkling jingle. Often used in events when the player learns a new crafting recipe or receives items.
ghost Wavebank 11 0000000b A low moan. Plays when Ghosts and Mummies die.
give_gift Wavebank 348 0000015c A short "confirmation" jingle. Plays when the player gives a gift to an NPC.
glug Wavebank 325 00000145 The sound of liquid glugging in a bottle. Used when Watering Cans are filled, in several heart events, and in a farmer drinking animation.
goat Wavebank 78 0000004e A goat bleating.
79 0000004f
goldenWalnut Wavebank 372 00000174 A high-pitched wood block jingle. Plays when the player collects a Golden Walnut.
gorilla_intro Wavebank 388 00000184 An ~10 second song of jungle drums, a gorilla snorting, and various animal noises. Used when the player offers a banana to the Gorilla on Ginger Island.
grunt Wavebank 12 0000000c A low-pitched grunt. Used as death sounds for several monsters, when the player offers a banana to the Gorilla on Ginger Island, and in Emily's 10-heart event.
gulp Wavebank 239 000000ef Loud drinking sounds. Plays when the player drinks.
240 000000f0
hammer Wavebank 134 00000086 The dull thud of metal on rock. Plays when various items are broken by tools in the game.
harvest Wavebank 326 00000146 A "pop" noise. Plays when crops are harvested, either by the player or by Junimos.
healSound Wavebank 196 000000c4 An ascending regeneration sound. Used by several events, when the player regenerates health from the Vampiric enchantment, and when a Shadow Shaman heals nearby monsters.
hitEnemy Wavebank 56 00000038 The sound of a weapon swinging combined with a "hit" sound. Used in a wide variety of situations, such as when the player deals damage to an enemy.
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.
401 00000191
402 00000192
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 A high-pitched, metallic "ding". Plays when the player collects a coin in Junimo Kart.
junimoMeep1 Wavebank 306 00000132 A high-pitched chirp. Used by Junimos.
keyboardTyping Wavebank 293 00000125 An ~8 second loop of a mechanical keyboard clacking. Used in Sebastian's 2-heart event.
killAnimal Wavebank 233 000000e9 The gruesome sound of a whoosh and bones crushing. Used only by Sebastian's 6-heart event.
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 A bell dinging once. Plays when the player claims a prize in the Prize Machine.
magic_arrow Wavebank 420 000001a4 A quick, quiet "whoosh". Plays when the Magic Quiver fires an arrow.
magic_arrow_hit Wavebank 419 000001a3 A high-pitched damage sound. Plays when arrows from the Magic Quiver hit an enemy.
magma_sprite_die Wavebank 380 0000017c A screech combined with fire roaring. Plays when a Magma Sprite dies.
magma_sprite_hit Wavebank 379 0000017b The sound of fire whooshing. Plays when a Magma Sprite takes damage.
magma_sprite_spot Wavebank 381 0000017d An airy screech. Plays when a Magma Sprite spots the player and begins to attack them.
metal_tap Wavebank 203 000000cb A high-pitched metal clank. Plays when the player uses an Anvil.
Meteorite Wavebank 225 000000e1 A whooshing noise. Plays during the Meteorite nighttime event.
Milking Wavebank 230 000000e6 The sound of liquid filling up a pail. Plays when the Milk Pail is used.
minecartLoop Wavebank 188 000000bc A high-pitched loop of a minecart on tracks. Used as a sound effect in Junimo Kart.
miniharp_note Wavebank(1.4) 5 00000005 A harpsichord tone. Used by the "music" multiplayer emote and by Flute Blocks when the player is holding an Amethyst.
money Wavebank 61 0000003d A single "ding". Plays in various situations, such as when the game saves.
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 A "splat" noise. Used as a death sound for various monsters.
moss_cut Wavebank 409 00000199 A rustling noise. Plays when Moss is harvested from a tree.
mouseClick Wavebank 294 00000126 A computer mouse clicking once. Used in Sebastian's 2-heart event.
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 The sound of a page turning. Plays when the player learns a new recipe.
newRecord Wavebank 213 000000d5 A sparkling jingle. Plays when the player catches a fish of record size and at night when the player levels up in a skill.
objectiveComplete Wavebank 132 00000084 A rebounding jingly noise. Plays when a weapon's secondary attack cooldown is over.
openBox Wavebank 14 0000000e The low-pitched sound of a latch opening. Plays in a variety of situations, including when Pressure Pads are activated in the Volcano Dungeon, when the player interacts with the Telephone, and when Calico Statues are activated.
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 Plays 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 A phone ringing. Plays when the Telephone rings.
Pickup_Coin15 Wavebank 273 00000111 An electronic metallic "ding". Plays when the player collects coins in Journey of the Prairie King.
pickUpItem Wavebank 15 0000000f A "pop" sound. Plays when forageables are picked up.
pig Wavebank 130 00000082 A pig oinking.
131 00000083
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 The sound of pottery shattering. Used in the slingshot minigame at the Stardew Valley Fair.
powerup Wavebank 39 00000027 An ascending sci-fi powerup noise. Plays when the player uses a powerup in Journey of the Prairie King.
pullItemFromWater Wavebank 28 0000001c Water splashing. Plays in various situations, such as when the player starts/stops swimming, when fish are caught, and more.
purchase Wavebank 145 00000091 A few coins clinking together. Plays when items are sold to shops.
146 00000092
241 000000f1
purchaseClick Wavebank 146 00000092 A slightly higher-pitched version of purchase. Plays when items are bought from shops.
purchaseRepeat Wavebank 241 000000f1 A slightly higher-pitched version of purchase. Plays when the player buys multiple items from shops in quick succession.
qi_shop Wavebank 399 0000018f A sci-fi jingle. Plays when the player opens the shop in Qi's Walnut Room.
qi_shop_purchase Wavebank 400 00000190 Gems clinking together. Plays when the player purchases from the shop in Qi's Walnut Room.
questcomplete Wavebank 128 00000080 An ascending "success" jingle. Plays when the player completes quests.
quickSlosh Wavebank 290 00000122 A more subtle variation of the slosh sound cue.
291 00000123
rabbit Wavebank 74 0000004a A rustling noise used when rabbits are pet.
Raccoon Wavebank 424 000001a8 The chittering of a raccoon. Plays when interacting with the raccoons in the repaired Giant Stump.
425 000001a9
rainsound Wavebank 135 00000087 Various eerie ambient noises that play on rainy days.
136 00000088
137 00000089
reward Wavebank 212 000000d4 A sparkling "success" jingle. Plays in various situations, such as when the player finds a wallet item.
robotBLASTOFF Wavebank 287 0000011f A whooshing rocket launch build-up sound.
robotSoundEffects Wavebank 286 0000011e Robotic hissing followed by high-pitched beeps.
rockGolemDie Wavebank 166 000000a6 A high-pitched squeal. Plays when the player kills a Stone Golem.
rockGolemHit Wavebank 167 000000a7 A high-pitched grunt. Plays when the player hits a Stone Golem.
rockGolemSpawn Wavebank 165 000000a5 The sound of rocks tumbling. Plays when a Stone Golem appears.
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.
177 000000b1
178 000000b2
secret1 Wavebank 218 000000da A mystical chime. Plays when the player discovers various secrets, such as finding the sweetest taste for Old Master Cannoli.
seeds Wavebank 17 00000011 A hollow squelching noise.
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 The clink of a single coin. Plays when the player sells an item to a vendor.
serpentDie Wavebank 315 0000013b A synthesized, echoing scream. Plays when a serpent dies.
serpentHit Wavebank 314 0000013a A single synthy "thud". Plays when the player attacks a serpent.
sewing_loop Wavebank(1.4) 15 0000000f A looping mechanical click-clack. Plays when the player processes items through the Sewing Machine.
shadowDie Wavebank 194 000000c2 An airy whooshing. Plays when a Shadow Brute or Shadow Shaman dies.
shadowHit Wavebank 195 000000c3 A single chewy "thwack". Plays when the player attacks a Shadow Brute or Shadow Shaman.
shadowpeep Wavebank 18 00000012 A surprised, whale-like mumble. Heard as intermittent ambient noise from Shadow Brutes and Shadow Shamans.
sheep Wavebank 232 000000e8 A sheep bleating.
shiny4 Wavebank 19 00000013 A quiet "drrt" sound. Plays when using the scroll bar.
Ship Wavebank 96 00000060 The sound of items dropping into a wooden box. Used in a variety of situations, including when items are dropped into the Shipping Bin.
97 00000061
shwip Wavebank 317 0000013d A swishy sound. Plays when scrolling through certain menus, such as the Jukebox music selection screen.
SinWave Wavebank 245 000000f5
sipTea Wavebank 193 000000c1
skeletonDie Wavebank 183 000000b7 The Rattle of bones falling. Used when a skeleton dies.
skeletonHit Wavebank 184 000000b8 Bones clanking. Used when the player attacks a skeleton.
skeletonStep Wavebank 182 000000b6 A single soft bony step. Used when skeletons move.
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.
156 0000009c
157 0000009d
slimeHit Wavebank 185 000000b9 A wet squelching sound. Used when the player attacks a slime.
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.
290 00000122
291 00000123
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 A shorter variant of the select sound cue. Used as a click/select sound in many menus (e.g. clicking through to the next dialogue box).
SpringBirds Wavebank 86 00000056 A bird chirping. Used as ambient noise.
87 00000057
88 00000058
89 00000059
90 0000005a
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
76 0000004c
stumpCrack Wavebank 217 000000d9
submarine_landing Wavebank 365 0000016d
swordswipe Wavebank 58 0000003a
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
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.
328 00000148
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.
154 0000009a
155 0000009b
waterSlosh Wavebank 257 00000101 A sloshing sound. Plays when both water and lava slosh.
258 00000102
259 00000103
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
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#

Playing sounds

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...

  • a tile position (which attenuates volume for each player based on their distance from the sound's source);
  • and/or pitch (from 0 to 2400 with intervals of 100 between every half step, where 1200 is the default pitch).

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);

Add/Edit Audio

To add or edit audio data in C#, you'll need to use SMAPI Content Events to edit a game asset. The expected type for the dictionary should be IDictionary<string, AudioCueData>.

You can then add or edit entries in the loaded content, referencing the data format above.

File paths can be specified by using Path.Combine.

Example:

List<string> paths = [
    Path.Combine(helper.DirectoryPath, "assets", fileName)
];

See also