Modding:Sounds
Sounds can be added in the /sounds folder of a mod. Supported types: wav, mp3, aiff, ogg
For example on windows you'd have sound files in this location for a mod called "MyCoolMod":
C:\Users\Brian\AppData\LocalLow\Freehold Games\CavesOfQud\Mods\MyCoolMod\Sounds\mysound1.wav
Sounds are currently exposed on the AmbientSoundGenerator part, OpenSound and CloseSound tag of the Door part and ReloadSound tag of the MagazineAmmoLoader part.
Sample ObjectBlueprints.xml adding a ReloadSound to the Desert Rifle object
<?xml version="1.0" encoding="utf-8"?>
<objects>
<object Name="Desert Rifle" Load="Merge">
<tag Name="ReloadSound" Value="mysound1"></tag>
</object>
</objects>
<object Name="Argyve" Load="Merge"> <part Name="AmbientSoundGenerator" Sounds="Clink1,Clink2,Clink3,Spark1,Spark2"></part> </object>
Supported Sound Tags
| Tag | Description |
|---|---|
| ReloadSound | used by MagazineAmmoLoader when a gun is reloaded |
| OpenSound | used by Door part when a door is opened |
| CloseSound | used by Door part when a door is closed |
Other Sound File Names
| Filename | Description |
|---|---|
| SplashStep1 | Walking through a liquid |
| WoodDoorOpen | Default door open |
| WoodDoorClose | Default door close |
| FirearmReload | Default firearm reload |
| sub_bass_mouseover1 | Default button mouseover |
| Clink1,Clink2,Clink3,Spark1,Spark2 | Argyve's hut sound effects |
| Chop1,Chop2 | Watervine farmer sound effects |