The sound Kit is primarily made up of a JSON array that lets you tweak a bunch of settings with the audio. A sound kit is simply one or more sounds that should play.
| Field
|
Type
|
Default
|
Description
|
| Label
|
String
|
|
A unique label for your sound kit. Do not modify after setting up!
|
| Follow Parts
|
Boolean
|
False
|
When tied to a HitFX that moves particles across the screen (such as a bolt visual), the sound will follow the bolt.
|
| Conditions
|
Condition
|
|
Conditions to play this audio kit.
|
| Data
|
JSON
|
|
A JSON array of sound objects. See below.
|
Data
Data consists of a JSON array of sound objects.
Sound Object
| Field
|
Type
|
Default
|
Description
|
| s
|
Source Object
|
{"path": "media/audio/battle_finished.ogg", "volume": 0.5}
|
A JSON audio source object. See below.
|
| t
|
Integer
|
500
|
A delay in milliseconds before playing the sound.
|
| se
|
Boolean
|
False
|
If the audio kit is tied to a hitfx, the audio will be played from the event sender position rather than event target.
|
Audio Source Object
| Field
|
Type
|
Default
|
Description
|
| path
|
String
|
"media/audio/battle_finished.ogg"
|
Path to the sound to play. Must be an OGG file.
|
| volume
|
Float
|
0.5
|
A value between 0-1 for volume.
|
| Loop
|
Boolean
|
False
|
If true, the sound will loop. Not recommended.
|
| Position
|
Position Object
|
|
An object of {x:x_pos, y:y_pos, z:z_pos}. X is a value between 0 and 1 in percent left to right on the screen. Y is a value between 0-1 in percent top to bottom on the screen. Z is how far away the sound is, where -1 is in front of the listener and 1 behind. When tied to a HitFX, this value is auto generated and anything you set here will be ignored.
|
| Hit
|
Boolean
|
False
|
Will play the armor hit sound on the target when triggered, and if triggered through a HitFx parented to a Text. Use for heavy hits such as punches or kicks.
|