Sound sets define collections of sound events for items, NPCs, weapons, and UI interactions. They map action contexts to specific sound event IDs.
Directory Assets/Server/Audio/
Directory ItemSounds/
ISS_Default.json ISS_Weapons_Blade_Large.json ISS_Weapons_Blunt_Small.json ISS_Armor_Heavy.json ISS_Items_Potion.json (36 Directory SoundSets/
CreativePlayDefaults.jsonDirectory AudioCategories/
AudioCat_Music.json AudioCat_Weapons.json AudioCat_Footsteps.json AudioCat_NPC.json AudioCat_Inventory.json AudioCat_Discovery.jsonDirectory NPC/
AudioCat_NPC_Wolf.json AudioCat_NPC_Zombie.json (80+ Directory Weapons/
AudioCat_Sword.json AudioCat_Battleaxe.json AudioCat_Shortbow.json (8
Item Sound Sets define sounds for inventory interactions like dropping and dragging items.
"Drop" : "<sound_event_id>" ,
"Drag" : "<sound_event_id>"
Field Type Description SoundEventsobjectMap of action context to sound event ID SoundEvents.DropstringSound when item is dropped SoundEvents.DragstringSound when item is dragged
Sound Set Description ISS_Weapons_Blade_LargeLarge swords, greatswords ISS_Weapon_Blade_SmallDaggers, knives ISS_Weapon_Blunt_LargeHammers, maces ISS_Weapons_Blunt_SmallClubs, small bludgeons ISS_Weapons_Stone_LargeLarge stone weapons ISS_Weapons_Stone_SmallSmall stone weapons ISS_Weapons_WoodWooden weapons ISS_Weapons_WandMagic wands ISS_Weapons_Shield_MetalMetal shields ISS_Weapons_Shield_WoodWooden shields ISS_Weapons_ArrowsArrows and bolts ISS_Weapons_BooksSpellbooks
Sound Set Description ISS_Armor_HeavyPlate armor, metal gear ISS_Armor_LeatherLeather armor ISS_Armor_ClothCloth armor, robes
Sound Set Description ISS_Items_MetalMetal ingots, tools ISS_Items_ClothFabric, clothing ISS_Items_LeatherLeather items ISS_Items_PaperBooks, scrolls, paper ISS_Items_PotionPotions, bottles ISS_Items_GemsGems, crystals ISS_Items_IngotsMetal bars ISS_Items_BonesBones, skeletal items ISS_Items_SeedsSeeds, small items ISS_Items_FoliagePlant materials ISS_Items_ClayClay, ceramic items ISS_Items_ShellsShells, chitin ISS_Items_SplattySoft, wet items ISS_Items_ChestChests, containers ISS_Items_GadgetMechanical items
Sound Set Description ISS_Blocks_WoodWooden blocks ISS_Blocks_StoneStone blocks ISS_Blocks_GravelGravel, loose materials ISS_Blocks_SoftSoft blocks (dirt, sand) ISS_Blocks_SplattyWet/muddy blocks
"Drop" : "SFX_Drop_Weapons_Blade_Large" ,
"Drag" : "SFX_Drag_Weapons_Blade_Large"
"Drag" : "SFX_Drag_Item_Default" ,
"Drop" : "SFX_Drop_Item_Default"
"Drag" : "SFX_Drag_Armor_Heavy" ,
"Drop" : "SFX_Drop_Armor_Heavy"
Items reference sound sets via the ItemSoundSetId property:
"Parent" : "Template_Weapon_Sword" ,
"ItemSoundSetId" : "ISS_Weapons_Blade_Large" ,
"Model" : "Items/Weapons/Sword/Iron.blockymodel"
Block Sound Sets define sounds for block interactions like walking, breaking, and building. These are separate from the ISS_Blocks_* item sound sets (which handle inventory drag/drop for block items).
"<context>" : "<sound_event_id>"
"MoveInRepeatRange" : { "Min" : 0.5 , "Max" : 1.5 }
Field Type Default Description SoundEventsobjectMap of BlockSoundEvent context to sound event ID MoveInRepeatRangeobject{ Min: 0.5, Max: 1.5 }Time range (seconds) between repeated MoveIn sounds
Event Description WalkPlayer walking on the block LandPlayer landing on the block MoveInPlayer entering the block space MoveOutPlayer leaving the block space HitBlock being hit/mined BreakBlock being destroyed BuildBlock being placed CloneBlock being cloned (creative) HarvestBlock being harvested
Blocks reference block sound sets via the BlockSoundSetId property:
"BlockSoundSetId" : "BSS_Stone"
UI Sound Sets define sounds for specific interface interactions.
"<context>" : "<sound_event_id>"
"Category" : "<audio_category>"
Field Type Description SoundEventsobjectMap of context key to sound event ID CategorySoundCategorySound category enum: Music, Ambient, SFX, UI
"Error" : "SFX_Creative_Play_Error" ,
"Rotate_Yaw" : "SFX_Rotate_Yaw_Default" ,
"Rotate_Pitch" : "SFX_Rotate_Pitch_Default" ,
"Rotate_Roll" : "SFX_Rotate_Roll_Default" ,
"Eyedropper_Select" : "SFX_Creative_Play_Eyedropper_Select" ,
"Add_Mask" : "SFX_Creative_Play_Add_Mask" ,
"Set_Mask" : "SFX_Creative_Play_Set_Mask" ,
"Selection_Scale" : "SFX_Creative_Play_Selection_Scale" ,
"Selection_Drag" : "SFX_Creative_Play_Selection_Drag" ,
"Selection_Widget" : "SFX_Creative_Play_Selection_Widget" ,
"Selection_Place" : "SFX_Creative_Play_Selection_Place" ,
"Brush_Mode" : "SFX_Creative_Play_Brush_Mode" ,
"Brush_Erase" : "SFX_Creative_Play_Brush_Erase" ,
"Brush_Paint" : "SFX_Creative_Play_Brush_Paint_Base" ,
"Brush_Stamp" : "SFX_Creative_Play_Brush_Stamp" ,
"Brush_Paint_Idle_Layer" : "SFX_Creative_Play_Brush_Paint_Idle_Layer" ,
"Brush_Paint_Move_Layer" : "SFX_Creative_Play_Brush_Paint_Move_Layer" ,
"Brush_Shape" : "SFX_Creative_Play_Brush_Shape" ,
"Paste" : "SFX_Creative_Play_Paste"
Audio categories define volume settings and hierarchy for groups of sounds.
"Parent" : "<parent_category_id>"
Field Type Description VolumefloatVolume adjustment in decibels (-100 to 10). Acts as an audio bus — combined with parent volumes up the hierarchy ParentstringParent category for inheritance
Category Description AudioCat_MusicBackground music AudioCat_WeaponsWeapon sounds AudioCat_FootstepsMovement sounds AudioCat_NPCNPC vocalizations AudioCat_InventoryInventory interactions AudioCat_DiscoveryDiscovery notifications
NPC-specific audio categories inherit from AudioCat_NPC:
Available NPC Categories :
Livestock: AudioCat_NPC_Cow, AudioCat_NPC_Sheep, AudioCat_NPC_Pig, AudioCat_NPC_Horse, AudioCat_NPC_Chicken
Predators: AudioCat_NPC_Wolf, AudioCat_NPC_Bear_Grizzly, AudioCat_NPC_Hyena, AudioCat_NPC_Fox
Creatures: AudioCat_NPC_Spider, AudioCat_NPC_Snake, AudioCat_NPC_Scorpion, AudioCat_NPC_Bat
Enemies: AudioCat_NPC_Zombie, AudioCat_NPC_Skeleton, AudioCat_NPC_Goblin, AudioCat_NPC_Trork
Mythical: AudioCat_NPC_Dragon, AudioCat_NPC_Yeti, AudioCat_NPC_Fen_Stalker
Birds: AudioCat_NPC_Crow, AudioCat_NPC_Owl, AudioCat_NPC_Sparrow, AudioCat_NPC_Raven
Weapon-specific categories for combat sounds:
Category Description AudioCat_SwordSword combat sounds AudioCat_BattleaxeAxe combat sounds AudioCat_MaceBlunt weapon sounds AudioCat_DaggersDagger combat sounds AudioCat_ShortbowBow sounds AudioCat_Hand_CrossbowCrossbow sounds AudioCat_Magic_StaffStaff/magic sounds AudioCat_ShieldShield block sounds
Ambience systems define environmental audio with conditions.
Each AmbienceFX asset can contain multiple audio components:
Field Type Description ConditionsobjectWhen this ambience activates Soundsobject[]Positional emitter sounds MusicobjectMusic tracks to play AmbientBedobjectBackground ambient loop SoundEffectobjectReverb/EQ effects to apply PriorityintPriority for music and sound effect (higher = higher priority, min 0) BlockedAmbienceFxIdsstring[]Other AmbienceFX IDs this one blocks AudioCategorystringAudio category for volume routing (affects ambient bed and music, not emitters)
Background ambient loops:
"EnvironmentTagPattern" : {
{ "Op" : "Equals" , "Tag" : "Zone1" },
{ "Op" : "Equals" , "Tag" : "Plains" },
{ "Op" : "Equals" , "Tag" : "Encounters" }
"Track" : "Sounds/Environments/Zone1/Environments/Plains/Day/Z1_Plains_Gen_Day_Stereo_LOOP.ogg" ,
"TransitionSpeed" : "Default"
Field Type Default Description TrackstringPath to stereo audio file Volumefloat0Volume in dB (-100 to 10) TransitionSpeedstring"Default"Fade speed: Default, Fast, Instant
Positional ambient sounds:
"EnvironmentTagPattern" : {
{ "Op" : "Equals" , "Tag" : "Zone1" },
{ "Op" : "Or" , "Patterns" : [
{ "Op" : "Equals" , "Tag" : "Plains" },
{ "Op" : "Equals" , "Tag" : "Encounters" }
"Pattern" : { "Op" : "Equals" , "Tag" : "Rain" }
"SoundEventId" : "SFX_Z1_Emit_Plains_Gen_Day_Birds" ,
"Frequency" : { "Min" : 1 , "Max" : 3 },
"Radius" : { "Min" : 1 , "Max" : 7 }
"SoundEventId" : "SFX_Z1_Emit_Plains_Gen_Day_Insects" ,
"Radius" : { "Min" : 2 , "Max" : 8 },
"Frequency" : { "Min" : 2 , "Max" : 4 }
"SoundEventId" : "SFX_Z1_Emit_Plains_Gen_Day_Wind" ,
"Frequency" : { "Min" : 0 , "Max" : 2 },
"Radius" : { "Min" : 2 , "Max" : 5 }
Field Type Default Description NeverboolfalseIf true, never conditionally triggers (can still be set server-side) EnvironmentIdsstring[]Specific environment IDs to match EnvironmentTagPatternobjectEnvironment tag pattern matching WeatherIdsstring[]Specific weather IDs to match WeatherTagPatternobjectWeather tag pattern matching FluidFXIdsstring[]Fluid effect IDs to match SurroundingBlockSoundSetsobject[]Block sound sets surrounding the player Altitudeobject{ Min: 0, Max: 512 }Y-level range Wallsobject{ Min: 0, Max: 4 }Enclosure level RoofboolfalseWhether a roof is required RoofMaterialTagPatternobjectTag pattern to match roof material FloorboolfalseWhether a floor is required SunLightLevelobject{ Min: 0, Max: 15 }Sun exposure level TorchLightLevelobject{ Min: 0, Max: 15 }Torch light level GlobalLightLevelobject{ Min: 0, Max: 15 }Combined light level DayTimeobject{ Min: 0, Max: 24 }Hour range
Operator Description EqualsTag matches exactly AndAll patterns must match OrAny pattern must match NotPattern must not match
Field Type Default Description SoundEventIdstringSound event to play Play3Dstring"Random"3D positioning mode: Random, LocationName, No BlockSoundSetIdstringOptional block sound set filter Altitudestring"Normal"Altitude positioning: Normal, Lowest, Highest, Random Frequencyobject{ Min: 1, Max: 10 }Time between plays (seconds) Radiusobject{ Min: 0, Max: 24 }Distance range (blocks)
Conditional music tracks:
"Music/Zone1/Plains/Z1_Plains_Day_01.ogg" ,
"Music/Zone1/Plains/Z1_Plains_Day_02.ogg"
Field Type Default Description Tracksstring[]Array of music file paths (must be non-empty) Volumefloat0Volume in dB (-100 to 10)
Apply reverb and EQ based on conditions:
"ReverbEffectId" : "Rev_Cave" ,
"EqualizerEffectId" : "EQ_Default" ,
Field Type Default Description ReverbEffectIdstringReverb effect to apply EqualizerEffectIdstringEQ effect to apply IsInstantboolfalseWhether to apply the effect instantly
Directory Assets/Server/Audio/AmbienceFX/
Directory Ambience/
Directory Zone1/
Directory Global/
Directory Night/Directory Wind/Directory Sunrise/Directory Sunset/Directory Environments/
Directory Plains/
Directory Day/Directory Night/Directory Forest/Directory Swamp/Directory Mountain/Directory Shore/Directory Dungeon/Directory Trork/Directory Kweebec/Directory Zone2/Directory Zone3/Directory Zone4/Directory Global/
Directory Unique/
Directory Forgotten_Temple/Directory Dread_Wade/Directory ReverbZones/
Directory Plains/Directory Forest/Directory Mountain/Directory Swamp/Directory Underground/Directory Prefabs/
"Drop" : "SFX_MyPlugin_Item_Drop" ,
"Drag" : "SFX_MyPlugin_Item_Drag"
"EnvironmentTagPattern" : {
"Track" : "Sounds/MyPlugin/Cave_Ambient_LOOP.ogg" ,
Use appropriate categories - Match item type to sound set
Inherit from parents - Use Parent for NPC categories
Set conditions carefully - Ensure ambience doesn’t overlap incorrectly
Use tag patterns - Combine environment and weather tags
Test volume levels - Ensure sounds aren’t too loud/quiet
Follow naming conventions - Use ISS_, AudioCat_, AmbFX_ prefixes