Contents
- Soundpacks
- soundpack.txt format
- JSON format
- Playlists List
- JSON Format Sound Effects List
- Open/close doors
- Smashing attempts and results
- Melee
- Firearm/ranged weapon
- Environmental SFX
- Misc environmental sounds
- Ambient danger theme
- Chainsaw pack
- Monster death and bite attacks
- Player movement sfx
- Fatigue
- Player hurt
- Player death and end-game
- Various bionics
- Various tools/traps being used
- Various activities
- Musical instruments
- Various shouts and screams
- Speech
- Radio chatter
- Humming sounds of various origins
- Fire
- Vehicle
- Miscellaneous
Soundpacks
A soundpack can be installed in the data/sound directory. It has to be a subdirectory that contains at least a file named soundpack.txt. It can include any number of json files which add any number of sound_effect or playlists.
soundpack.txt format
The soundpack.txt file format needs 2 values, a NAME and a VIEW. The NAME value should be unique. The VIEW value will be shown in the options menu. Every line starting with a # is a comment line.
#Basic provided soundpack
#Name of the soundpack
NAME: basic
#Viewing name of the soundpack
VIEW: Basic
JSON format
Sound effects
Sound effects can be included with a format like this:
[
{
"type": "sound_effect",
"id": "menu_move",
"volume": 100,
"files": [ "nenadsimic_menu_selection_click.wav" ]
},
{
"type": "sound_effect",
"id": "fire_gun",
"volume": 90,
"variant": "bio_laser_gun",
"season": "summer",
"files": [ "guns/energy_generic/weapon_fire_laser.ogg" ]
},
{
"type": "sound_effect",
"id": "open_door",
"volume": 75,
"variant": "t_door_c",
"season": "summer",
"is_indoors": true,
"is_night": false,
"files": [ "indoors/open_door_daytime.ogg" ]
}
]
Each sound effect is identified by an id, a variant, and a season. If a sound effect is played with a variant that does not exist in the json files, but a variant “default” exists, then the “default” variant is played instead. The file name of the sound effect is relative to the soundpack directory, so if the file name is set to “sfx.wav” and your soundpack is in data/sound/mypack, the file must be placed at data/sound/mypack/sfx.wav.
Adding variety
Several optional fields can be defined to target specific situations:
| Field | Purpose |
|---|---|
variant | Defines a specific subset of the id’s sound group. (ex: "id": "environment", "variant": "WEATHER_DRIZZLE") |
season | If defined, the sound will only play on the specified season. (possible values are spring, summer, autumn, and winter). |
is_indoors | If defined, the sound will only play if the player is indoors/outdoors when true/false. |
is_night | If defined, the sound will only play if the current time is night/day when true/false. |
If multiple files are defined for the sound effect, one will be chosen at random when the sound is played.
The volume key may range from 0-100.
Cataclysm has its own set of user-controllable volumes that will additionally affect the sound. These range from 0-128, and the default is 100. This means that at default volume, any sound that Cataclysm plays will default to playing at about 78% of the maximum; if you are working on sounds in an external audio editor, expect Cataclysm at default volume settings to play that sound file back quieter than your editor does.
Preloading SFX
Sound effects can be included for preloading with a format like this:
[
{
"type": "sound_effect_preload",
"preload": [
{ "id": "environment", "variant": "thunder_near", "season": "spring", "is_night": false },
{ "id": "environment" }
]
}
]
Playlists
A playlist can be included with a format like this:
[
{
"type": "playlist",
"playlists": [
{
"id": "title",
"shuffle": false,
"files": [ { "file": "Dark_Days_Ahead_demo_2.wav", "volume": 100 }, { "file": "cataclysmthemeREV6.wav", "volume": 90 } ]
}
]
},
{
"type": "playlist",
"playlists": [
{
"id": "mp3",
"shuffle": false,
"files": [ { "file": "Dark_Days_Ahead_demo_2.wav", "volume": 100 }, { "file": "cataclysmthemeREV6.wav", "volume": 90 } ]
}
]
}
]
Playlists are similar to sound effects in that they are each identified by an id. However, their similarities end there. Playlists cannot overlap each other unlike sound effects, they do not have optional fields such as variant and season, and the exact formatting for the files field is slightly different.
Playlists are governed mainly by their id, which dictate in which situation a given playlist will be activated. Different situations trigger different ids, and if more than one ids are active at the same time, then the conflict is resolved by a priority model. Basically, each music id are given a hard-coded priority, where ids with higher priority takes precedent.
Playlists List
A full list and priority of playlist ids is given in the following.
-
mp3This id is assigned with the highest priority value. Playlists that has this id will be activated when the player hears music with no sound, usually via a mp3 player or its variant. -
instrumentThis id is assigned with the second highest priority value. Playlists that has this id will be activated when the player plays any musical instrument. -
soundThis id is assigned with the third highest priority value. Playlists that has this id will be activated when the player hears music with some sound, usually via a stereo or an i-pad. -
titleThis id is assigned with the lowest priority value. It will be played only when all other playlists are inactive.
JSON Format Sound Effects List
A full list of sound effect IDs and variants is given in the following. Each line in the list has the following format:
id variant1|variant2
Where id describes the ID of the sound effect, and a list of variants separated by | follows. When the variants are omitted, the variant “default” is assumed. Where the variants do not represent literal strings, but variables, they will be enclosed in < >. For instance, <furniture> is a placeholder for any valid furniture ID (as in the furniture definition JSON). |
Open/close doors
open_door default|<furniture>|<terrain>close_door default|<furniture>|<terrain>
Smashing attempts and results
Includes special ones that are furniture/terrain specific.
bash defaultsmash wall|door|door_boarded|glass|swing|web|paper_torn|metalsmash_success hit_vehicle|smash_glass_contents|smash_cloth|<furniture>|<terrain>smash_fail default|<furniture>|<terrain>
Melee
melee_swing default|small_bash|small_cutting|small_stabbing|big_bash|big_cutting|big_stabbingmelee_hit_flesh default|small_bash|small_cutting|small_stabbing|big_bash|big_cutting|big_stabbing|<weapon>melee_hit_metal default|small_bash|small_cutting|small_stabbing|big_bash|big_cutting|big_stabbing!<weapon>melee_hit <weapon># note: use weapon id “null” for unarmed attacks
Firearm/ranged weapon
fire_gun <weapon>|brass_eject|emptyfire_gun_distant <weapon>reload <weapon>bullet_hit hit_flesh|hit_wall|hit_metal|hit_glass|hit_water
Environmental SFX
Divided by sections for clarity.
environment thunder_near|thunder_farenvironment daytime|nighttimeenvironment indoors|indoors_rain|undergroundenvironment <weather_type># examples:WEATHER_DRIZZLE|WEATHER_RAINY|WEATHER_RAINSTORM|WEATHER_THUNDER|WEATHER_FLURRIES|WEATHER_SNOW|WEATHER_SNOWSTORM|WEATHER_CLEAR|WEATHER_SUNNY|WEATHER_CLOUDY|WEATHER_PORTAL_STORMenvironment alarm|church_bells|police_sirenenvironment deafness_shock|deafness_tone_start|deafness_tone_light|deafness_tone_medium|deafness_tone_heavy
Misc environmental sounds
footstep default|light|clumsy|bionicexplosion default|small|huge
Ambient danger theme
Triggered by seeing large numbers of zombies.
danger_lowwhen seeing 5-9 enemies.danger_mediumwhen seeing 10-14 enemies.danger_highwhen seeing 15-19 enemies.danger_extremewhen seeing ≥ 20 enemies.
Chainsaw pack
chainsaw_cord chainsaw_onchainsaw_start chainsaw_onchainsaw_start chainsaw_onchainsaw_stop chainsaw_onchainsaw_idle chainsaw_onmelee_swing_start chainsaw_onmelee_swing_end chainsaw_onmelee_swing chainsaw_onmelee_hit_flesh chainsaw_onmelee_hit_metal chainsaw_onweapon_theme chainsaw
Monster death and bite attacks
mon_death zombie_death|zombie_gibbedmon_bite bite_miss|bite_hitmelee_attack monster_melee_hit
Player movement sfx
Important: plmove <terrain> has priority over default plmove|walk_<what> (excluding |barefoot).
Example: if plmove|t_grass_long is defined it will be played before default plmove|walk_grass default for all grassy terrains.
plmove <terrain>|<vehicle_part>plmove walk_grass|walk_dirt|walk_metal|walk_water|walk_tarmac|walk_barefoot|clear_obstacle
Fatigue
plmove fatigue_m_low|fatigue_m_med|fatigue_m_high|fatigue_f_low|fatigue_f_med|fatigue_f_high
Player hurt
deal_damage hurt_f|hurt_m
Player death and end-game
clean_up_at_end death_m|death_f
Various bionics
bionic elec_discharge|elec_crackle_low|elec_crackle_med|elec_crackle_high|elec_blast|elec_blast_muffled|acid_discharge|pixelatedbionic bio_resonator|bio_hydraulics|
Various tools/traps being used
Includes some associated terrain/furniture.
tool alarm_clock|jackhammer|pickaxe|oxytorch|hacksaw|axe|shovel|crowbar|boltcutters|compactor|gaspump|noise_emitter|repair_kit|camera_shutter|handcuffstool geiger_low|geiger_medium|geiger_hightrap bubble_wrap|bear_trap|snare|teleport|dissector|glass_caltrop|glass
Various activities
activity burrow
Musical instruments
musical_instrument <instrument>musical_instrument_bad <instrument>: used when you fail to play well
Various shouts and screams
shout default|scream|scream_tortured|roar|squeak|shriek|wail|howl
Speech
This is currently linked with either item or monster id, with the exception of NPCs and robots.
TODO: full vocalization of speech.json
speech <item_id># examples:talking_doll,creepy_doll,granade(sic),speech <monster_id># examples: eyebot, minitank, mi-go, many robotsspeech NPC_m|NPC_f|NPC_m_loud|NPC_f_loud# special for NPCsspeech robot# special for robotic voice from a machine etc.
Radio chatter
radio static|inaudible_chatter
Humming sounds of various origins
humming electric|machinery
Fire
fire ignition
Vehicle
Engines and other parts in action. The defaults are executed when a specific option is not defined.
engine_start <vehicle_part>: specific engine start (ID of anyengine/motor/steam_engine/paddle/oar/sail/etc.)engine_start combustion|electric|muscle|wind: default engine starts groupsengine_stop <vehicle_part>: specific engine stop (ID of anyengine/motor/steam_engine/paddle/oar/sail/etc.)-
engine_stop combustion|electric|muscle|wind: default engine stop groupsInternal engine sound is dynamically pitch shifted depending on vehicle speed. It is an ambient looped sound with a dedicated channel.
engine_working_internal <vehicle_part>: sound of engine working heard inside vehicle-
engine_working_internal combustion|electric|muscle|wind: default engine working (inside) groupsExternal engine sound volume and pan is dynamically shifted depending on distance and angle to vehicle. Volume heard at given distance is linked to engine’s
noise_factorand stress to the engine (seevehicle::noise_and_smoke()). It is an ambient looped sound with its own dedicated channel. This is a single-channel solution that picks loudest heard vehicle (TODO: multi-channel for every heard vehicle). There is no pitch shift here (may be introduced when need for it emerges). engine_working_external <vehicle_part>: sound of engine working heard outside vehicle-
engine_working_external combustion|electric|muscle|wind: default engine working (outside) groupsgear_up/gear_downis done automatically by pitch manipulation. Gear shift is dependent on max safe speed, and works on the assumption that there are 6 forward gears, gear 0 is neutral, and gear -1 is reverse. vehicle gear_shiftvehicle engine_backfire|engine_bangs_start|fault_immobiliser_beep|engine_single_click_fail|engine_multi_click_fail|engine_stutter_fail|engine_clanking_failvehicle horn_loud|horn_medium|horn_low|rear_beeper|chimes|car_alarmvehicle reaper|scoop|scoop_thumpvehicle_open <vehicle_part># id of: doors, trunks, hatches, etc.vehicle_close <vehicle part>
Miscellaneous
misc flashbang|flash|shockwave|earthquake|stairs_movement|stones_grinding|bomb_ticking|lit_fuse|cow_bell|bell|timbermisc rc_car_hits_obstacle|rc_car_drivesmisc default|whistle|airhorn|horn_bicycle|servomotormisc beep|ding|misc rattling|spitting|coughing|heartbeat|puff|inhale|exhale|insect_wings|snake_hiss# mostly organic noises