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Audio Assets

The Hytale audio system manages sound effects, music, ambient audio, and audio processing. This page covers the asset files that configure audio behavior.

DirectoryPurpose
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
FormatExtensionUsage
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.

FieldTypeDescription
ParentstringParent event for inheritance
LayersarraySound layers (multiple sounds)
VolumenumberVolume in dB (0 = max)
LoopingbooleanWhether sound loops
PreventSoundInterruptionbooleanPrevent overlap
MaxInstancenumberMaximum concurrent instances
FieldTypeDescription
Filesstring[]Audio file paths
VolumenumberLayer volume in dB
LoopingbooleanLayer-specific looping
RandomSettingsobjectRandomization settings
FieldTypeDescription
MinVolumenumberMinimum volume variation
MinPitchnumberMinimum pitch variation
MaxPitchnumberMaximum pitch variation
Chest_Open.json
{
"Layers": [
{
"Files": [
"Sounds/Items/Chest/Chest_Wooden_Open_01.ogg"
]
}
],
"Volume": 2.0,
"Parent": "SFX_Attn_Quiet"
}

Attenuation templates define distance falloff for sounds:

TemplateDescription
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.

AudioCat_Music.json
{
"Volume": -14.0
}
CategoryBase VolumePurpose
AudioCat_Music-14 dBBackground music
AudioCat_Weapons0 dBWeapon sounds
AudioCat_Footsteps0 dBFootstep sounds
AudioCat_Inventory0 dBInventory UI sounds
AudioCat_NPC0 dBNPC sounds
AudioCat_Discovery0 dBDiscovery/unlock sounds

Item sound sets in Assets/Server/Audio/ItemSounds/ define sounds for inventory interactions.

ISS_Weapons_Blade_Large.json
{
"SoundEvents": {
"Drop": "SFX_Drop_Weapons_Blade_Large",
"Drag": "SFX_Drag_Weapons_Blade_Large"
}
}
EventDescription
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.

FieldTypeDescription
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
Rev_Cave.json
{
"DryGain": 0,
"ModalDensity": 1,
"Diffusion": 1,
"Gain": -15,
"HighFrequencyGain": -39,
"DecayTime": 11,
"HighFrequencyDecayRatio": 1.3,
"ReflectionGain": -10.4,
"ReflectionDelay": 0.2,
"LateReverbGain": 0,
"LateReverbDelay": 0.02,
"RoomRolloffFactor": 0,
"AirAbsorbptionHighFrequencyGain": -0.05,
"LimitDecayHighFrequency": false
}
PresetDescription
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.

FieldTypeDescription
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)
EQ_Underwater.json
{
"LowGain": 0,
"LowCutOff": 300,
"LowMidGain": -17.19,
"LowMidCenter": 1000,
"LowMidWidth": 1,
"HighMidGain": -17.9,
"HighMidCenter": 1500,
"HighMidWidth": 1,
"HighGain": -17.9,
"HighCutOff": 4000
}
PresetDescription
EQ_DefaultNo modification
EQ_UnderwaterMuffled underwater effect
DirectoryDescriptionExamples
Blocks/Block interaction soundsBreaking, placing
Crafting/Crafting soundsBench sounds, completion
Effects/Special effectsImpacts, environmental
Environments/Ambient environmentWind, water, nature
Events/Event soundsDiscovery, achievements
Items/Item soundsPickup, use
Magic/Magic effectsSpell casting, elements
Movement/Movement soundsFootsteps, jumping
NPC/NPC soundsVocalizations, attacks
PlayerActions/Player action soundsEating, drinking
Projectiles/Projectile soundsArrows, thrown items
Tools/Tool soundsMining, chopping
UI/Interface soundsClicks, notifications
Weapons/Weapon soundsSwings, impacts

Items reference audio via ItemSoundSetId:

Example item with sound
{
"Id": "Weapon_Sword_Iron",
"ItemSoundSetId": "ISS_Weapons_Blade_Large",
"Interactions": {
"Primary": {
"Effects": {
"WorldSoundEventId": "SFX_Sword_T2_Swing",
"LocalSoundEventId": "SFX_Sword_T2_Swing_Local"
}
}
}
}
FieldDescription
WorldSoundEventIdSound heard by all players
LocalSoundEventIdSound heard only by player
SoundEventIdGeneral sound reference

Save audio as .ogg format in Assets/Common/Sounds/:

  • DirectoryMyPlugin/Sounds/
    • DirectoryWeapons/
      • Custom_Sword_Swing.ogg
      • Custom_Sword_Impact.ogg
    • DirectoryItems/
      • Custom_Pickup.ogg
SFX_MyPlugin_Sword_Swing.json
{
"Layers": [
{
"Files": [
"MyPlugin/Sounds/Weapons/Custom_Sword_Swing.ogg"
],
"RandomSettings": {
"MinVolume": -2,
"MinPitch": -0.1,
"MaxPitch": 0.1
}
}
],
"Volume": -3.0,
"Parent": "SFX_Attn_Moderate"
}
ISS_MyPlugin_Weapon.json
{
"SoundEvents": {
"Drop": "SFX_MyPlugin_Weapon_Drop",
"Drag": "SFX_MyPlugin_Weapon_Drag"
}
}
MyPlugin_Weapon.json
{
"Id": "MyPlugin_Weapon_Custom",
"ItemSoundSetId": "ISS_MyPlugin_Weapon",
"InteractionVars": {
"Swing_Effect": {
"Interactions": [{
"Effects": {
"WorldSoundEventId": "SFX_MyPlugin_Sword_Swing"
}
}]
}
}
}
  • Directorymy-plugin/
    • Directoryassets/
      • Directoryserver/
        • Directoryaudio/
          • Directorysoundevents/
            • Directorysfx/
              • Directoryweapons/
                • SFX_MyPlugin_Sword_Swing.json
                • SFX_MyPlugin_Sword_Impact.json
          • Directoryitemsounds/
            • ISS_MyPlugin_Weapon.json
      • Directorycommon/
        • Directorysounds/
          • Directorymyplugin/
            • Directoryweapons/
              • Custom_Sword_Swing.ogg
              • Custom_Sword_Impact.ogg
  1. Use appropriate attenuation: Match Parent template to sound type
  2. Normalize audio files: Keep peak levels consistent (-3 to -6 dB)
  3. Add randomization: Use RandomSettings for variety
  4. Limit instances: Set MaxInstance to prevent audio overload
  5. Use categories: Assign sounds to appropriate categories
  6. Test in-game: Verify volumes and distances in actual gameplay
  7. Optimize file size: Use appropriate quality (44.1kHz, mono for most SFX)
  8. Prefix IDs: Use plugin name prefix for all custom audio
Sound TypeTypical Volume (dB)Distance
UI sounds0 to -5Local only
Footsteps-10 to -15Short
Weapons-3 to -8Medium
Ambience-15 to -25Long
Music-12 to -18Global
NPC vocalizations-5 to -10Medium