The Hytale audio system manages sound effects, music, ambient audio, and audio processing. This page covers the asset files that configure audio behavior.
Directory Purpose Assets/Server/Audio/SoundEvents/Sound event definitions Assets/Server/Audio/AudioCategories/Volume categories Assets/Server/Audio/ItemSounds/Item sound sets Assets/Server/Audio/SoundSets/Block sound sets Assets/Server/Audio/Reverb/Reverb presets Assets/Server/Audio/EQ/Equalizer presets Assets/Server/Audio/AmbienceFX/Ambient effects Assets/Common/Sounds/Audio files (.ogg) Assets/Common/Music/Music files
Format Extension Usage Ogg Vorbis .oggSound effects and music Hytale Audio .lpfHytale-specific audio format
Sound events in Assets/Server/Audio/SoundEvents/ define when and how sounds play.
Field Type Description ParentstringParent event for inheritance LayersarraySound layers (multiple sounds) VolumenumberVolume in dB (0 = max) LoopingbooleanWhether sound loops PreventSoundInterruptionbooleanPrevent overlap MaxInstancenumberMaximum concurrent instances
Field Type Description Filesstring[]Audio file paths VolumenumberLayer volume in dB LoopingbooleanLayer-specific looping RandomSettingsobjectRandomization settings
Field Type Description MinVolumenumberMinimum volume variation MinPitchnumberMinimum pitch variation MaxPitchnumberMaximum pitch variation
"Sounds/Items/Chest/Chest_Wooden_Open_01.ogg"
"Parent" : "SFX_Attn_Quiet"
"Sounds/Items/Chest/Chest_Legendary_LOOP.ogg"
"Parent" : "SFX_Attn_Quiet"
"Sounds/PlayerActions/Pickup/Player_Item_Drop_01.ogg"
"PreventSoundInterruption" : true ,
"Parent" : "SFX_Attn_Moderate"
Attenuation templates define distance falloff for sounds:
Template Description SFX_Attn_VeryQuietVery short range SFX_Attn_QuietShort range SFX_Attn_ModerateMedium range SFX_Attn_LoudLong range SFX_Attn_VeryLoudVery long range
Use Parent field to inherit attenuation settings.
Audio categories in Assets/Server/Audio/AudioCategories/ define volume groups.
Category Base Volume Purpose AudioCat_Music-14 dB Background music AudioCat_Weapons0 dB Weapon sounds AudioCat_Footsteps0 dB Footstep sounds AudioCat_Inventory0 dB Inventory UI sounds AudioCat_NPC0 dB NPC sounds AudioCat_Discovery0 dB Discovery/unlock sounds
Item sound sets in Assets/Server/Audio/ItemSounds/ define sounds for inventory interactions.
"Drop" : "SFX_Drop_Weapons_Blade_Large" ,
"Drag" : "SFX_Drag_Weapons_Blade_Large"
Event Description DropSound when item is dropped in inventory DragSound when item is dragged
Armor:
ISS_Armor_Cloth - Cloth armor
ISS_Armor_Leather - Leather armor
ISS_Armor_Heavy - Metal armor
Weapons:
ISS_Weapons_Blade_Large - Large blades
ISS_Weapon_Blade_Small - Small blades
ISS_Weapon_Blunt_Large - Large blunt weapons
ISS_Weapons_Blunt_Small - Small blunt weapons
ISS_Weapons_Stone_Large - Large stone weapons
ISS_Weapons_Stone_Small - Small stone weapons
ISS_Weapons_Wood - Wooden weapons
ISS_Weapons_Wand - Wands
ISS_Weapons_Shield_Metal - Metal shields
ISS_Weapons_Shield_Wood - Wood shields
ISS_Weapons_Arrows - Arrows
ISS_Weapons_Books - Books
Blocks:
ISS_Blocks_Stone - Stone blocks
ISS_Blocks_Wood - Wood blocks
ISS_Blocks_Gravel - Gravel
ISS_Blocks_Soft - Soft blocks
ISS_Blocks_Splatty - Splatty blocks
Items:
ISS_Items_Metal - Metal items
ISS_Items_Leather - Leather items
ISS_Items_Cloth - Cloth items
ISS_Items_Ingots - Ingots
ISS_Items_Gems - Gems
ISS_Items_Bones - Bones
ISS_Items_Potion - Potions
ISS_Items_Paper - Paper items
ISS_Items_Foliage - Foliage items
ISS_Items_Seeds - Seeds
ISS_Items_Clay - Clay items
ISS_Items_Shells - Shells
ISS_Items_Chest - Chests
ISS_Items_Gadget - Gadgets
ISS_Items_Splatty - Splatty items
Reverb presets in Assets/Server/Audio/Reverb/ define room acoustics.
Field Type Description DryGainnumberDirect sound level (dB) GainnumberOverall reverb level (dB) ModalDensitynumberEcho density (0-1) DiffusionnumberDiffusion amount (0-1) DecayTimenumberReverb decay in seconds HighFrequencyGainnumberHigh frequency level (dB) HighFrequencyDecayRationumberHF decay multiplier ReflectionGainnumberEarly reflections (dB) ReflectionDelaynumberReflection delay (seconds) LateReverbGainnumberLate reverb level (dB) LateReverbDelaynumberLate reverb delay (seconds) RoomRolloffFactornumberDistance rolloff AirAbsorbptionHighFrequencyGainnumberAir absorption (dB) LimitDecayHighFrequencybooleanLimit HF decay
"HighFrequencyGain" : -39 ,
"HighFrequencyDecayRatio" : 1.3 ,
"AirAbsorbptionHighFrequencyGain" : -0.05 ,
"LimitDecayHighFrequency" : false
Preset Description Rev_DefaultDefault outdoor Rev_CaveCave acoustics Rev_ForestForest environment Rev_Forest_SnowSnowy forest Rev_Forest_DesertDesert forest Rev_Forest_FogFoggy forest Rev_PlainsOpen plains Rev_Plains_SnowSnowy plains Rev_Plains_DesertDesert plains Rev_Plains_FogFoggy plains Rev_MountainMountain Rev_Mountain_SnowSnowy mountain Rev_Mountain_FogFoggy mountain Rev_SwampSwamp Rev_Swamp_FoggyFoggy swamp Rev_TempleTemple interior Rev_Temple_GrandLarge temple Rev_VillageVillage area Rev_MineshaftMineshaft Rev_Mage_TowerMage tower Rev_Reflective_SlapHard surfaces
EQ presets in Assets/Server/Audio/EQ/ modify frequency response.
Field Type Description LowGainnumberLow frequency gain (dB) LowCutOffnumberLow band cutoff (Hz) LowMidGainnumberLow-mid gain (dB) LowMidCenternumberLow-mid center (Hz) LowMidWidthnumberLow-mid bandwidth HighMidGainnumberHigh-mid gain (dB) HighMidCenternumberHigh-mid center (Hz) HighMidWidthnumberHigh-mid bandwidth HighGainnumberHigh frequency gain (dB) HighCutOffnumberHigh band cutoff (Hz)
Preset Description EQ_DefaultNo modification EQ_UnderwaterMuffled underwater effect
Directory Description Examples Blocks/Block interaction sounds Breaking, placing Crafting/Crafting sounds Bench sounds, completion Effects/Special effects Impacts, environmental Environments/Ambient environment Wind, water, nature Events/Event sounds Discovery, achievements Items/Item sounds Pickup, use Magic/Magic effects Spell casting, elements Movement/Movement sounds Footsteps, jumping NPC/NPC sounds Vocalizations, attacks PlayerActions/Player action sounds Eating, drinking Projectiles/Projectile sounds Arrows, thrown items Tools/Tool sounds Mining, chopping UI/Interface sounds Clicks, notifications Weapons/Weapon sounds Swings, impacts
Items reference audio via ItemSoundSetId:
"Id" : "Weapon_Sword_Iron" ,
"ItemSoundSetId" : "ISS_Weapons_Blade_Large" ,
"WorldSoundEventId" : "SFX_Sword_T2_Swing" ,
"LocalSoundEventId" : "SFX_Sword_T2_Swing_Local"
Field Description WorldSoundEventIdSound heard by all players LocalSoundEventIdSound heard only by player SoundEventIdGeneral sound reference
Save audio as .ogg format in Assets/Common/Sounds/:
Directory MyPlugin/Sounds/
Directory Weapons/
Custom_Sword_Swing.ogg Custom_Sword_Impact.oggDirectory Items/
"MyPlugin/Sounds/Weapons/Custom_Sword_Swing.ogg"
"Parent" : "SFX_Attn_Moderate"
"Drop" : "SFX_MyPlugin_Weapon_Drop" ,
"Drag" : "SFX_MyPlugin_Weapon_Drag"
"Id" : "MyPlugin_Weapon_Custom" ,
"ItemSoundSetId" : "ISS_MyPlugin_Weapon" ,
"WorldSoundEventId" : "SFX_MyPlugin_Sword_Swing"
Directory my-plugin/
Directory assets/
Directory server/
Directory audio/
Directory soundevents/
Directory sfx/
Directory weapons/
SFX_MyPlugin_Sword_Swing.json SFX_MyPlugin_Sword_Impact.jsonDirectory itemsounds/
Directory common/
Directory sounds/
Directory myplugin/
Directory weapons/
Custom_Sword_Swing.ogg Custom_Sword_Impact.ogg
Use appropriate attenuation : Match Parent template to sound type
Normalize audio files : Keep peak levels consistent (-3 to -6 dB)
Add randomization : Use RandomSettings for variety
Limit instances : Set MaxInstance to prevent audio overload
Use categories : Assign sounds to appropriate categories
Test in-game : Verify volumes and distances in actual gameplay
Optimize file size : Use appropriate quality (44.1kHz, mono for most SFX)
Prefix IDs : Use plugin name prefix for all custom audio
Sound Type Typical Volume (dB) Distance UI sounds 0 to -5 Local only Footsteps -10 to -15 Short Weapons -3 to -8 Medium Ambience -15 to -25 Long Music -12 to -18 Global NPC vocalizations -5 to -10 Medium