Sound Effects

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Essentials Series
  1. Introduction
  2. Industrial Park Basics
  3. Editing Assets
  4. Templates
  5. Links
  6. Tikis and Enemies

This page is part of the Essential Series modding tutorials. In this guide, you will learn how to use SFX assets. Note that the information on this page might not be 100% accurate: the format of the SFX aset is still relatively unknown, but it should be enough to create your own sound effects in the stage.

This guide only applies to Scooby and BFBB, as the other games use the SDFX asset. For the other games, see Sound Effects (TSSM).

If you want to import custom sound files, please see the Custom Sounds tutorial.

SFX Templates

There are two SFX templates in Industrial Park:

  • SFX_OnEvent is meant for sounds which play when an event is triggered. The position and radius values do not matter for this asset, as the SFX will play when you sent the Play event to it from another asset.
  • SFX_OnRadius for sounds which play when you are inside the radius of the SFX trigger. The sound will start playing at a lower volume when the player is in the outer radius and will be in maximum volume when the player is in the inner radius. Both radiuses and the position are editable. Note that this already comes with a ScenePrepare => Play event in the SFX. You can remove it and use the Play event later in your level to make the SFX only active later, if you want to.

For both of them, you must set the Sound_AssetID to the asset ID of a SND or SNDS asset yourself after placing the template.

You can also take a look at other SFX assets already present in the game. The settings (SFX Flags 08 and 09) are not yet known, but you can copy them from existing assets to see what effect that has on them.

Events

  • Play: send this to a SFX to play the sound. In the case of OnRadius SFX, the sound will only play when you are in the radius.
  • Stop: send this to a SFX to stop the sound.

SFX as Custom Music

SFX assets can be used to play custom music in your stage, if you wish to add new music without replacing one of the existing music tracks (they are SNDS assets located in MNU4.HIP, you can follow the steps in the Custom Sounds tutorial to replace them). This process is a bit hacky and not very intuitive, so this is how it's done:

  1. Follow the Custom Sounds tutorial to import your song as a new SNDS asset in your level's HOP.
  2. Place a SFX_OnEvent template. Set the SNDS asset ID of your song as the Sound_AssetID.
  3. Place a Timer template. Set the time to 0.1. Add two links to it:
    1. ScenePrepare => Run, with the timer itself as the target asset.
    2. Expired => PlayMusic, with any dispatcher as the target asset and 7 as the value of the first argument. You can place a new Dispatcher template just for this if you'd like.
  4. The previous step make it so no song will play in the level (7 is actually the value for the Sand Mountain song, which doesn't exist in the game).
  5. Place another Timer template. Set the time to the exact duration of your custom song. Add two links to it:
    1. ScenePrepare => Run, with the timer itself as the target asset.
    2. Run => Play, with the SFX of your custom song as the target asset.
    3. Expired => Reset, with the timer itself as the target asset.
    4. Reset => Run, with the timer itself as the target asset.

This will create a setup that plays the song again every time it ends, essentially creating a looping song.