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SFX

Plays the selected SFX using the given Pitch, Speed and Volume.

Misc

Unique ID, SFX Group and the SFX's ID can be remapped.

Playback behavior for remapped SFX IDs has a few crucial differences compared to remapped Custom Song IDs:

  • The ID must be prefixed by s and of type .ogg
  • The ID must be found in the SFX data library
  • Remappping SFX can be done once per trigger - the first activation sets what SFX will be used by the trigger until the player quits the level, further activations will play the same SFX regardless of remaps

Options

Reverb

Applies a reverb effect to the played SFX. Reverbs are used primarily to simulate an acoustic space (sound reflections, decay, etc).

FMOD documentation on reverbs can be found here.

Reverb parameters cannot be modified individually in-game, instead you are allowed to pick between the 21 default presets provided by FMOD.

Reverb presets

  • Off
  • Generic
  • Padded Cell
  • Room
  • Bath room
  • Living room
  • Stone room
  • Auditorium
  • Concert Hall
  • Cave
  • Arena
  • Hangar
  • Stone Corridor
  • Alley
  • Forest
  • City
  • Mountains
  • Quarry
  • Plain
  • Parking Lot
  • Sewer Pipe
  • Under Water

Preset parameters can be found here.

There is only one reverb channel used by all sound effects, as such there can be only one reverb preset active at a time.

If Enable is selected, the SFX will replace the current reverb effect with its selected preset. If it is not selected, then the SFX uses the current active reverb preset.

FFT

FFT improves the quality of the pitch effect by increasing the FFT window size. Practically, this makes the sound effects less coarse with slightly more echo at the cost of performance.

Pre-Load

Loads the SFX in memory at the start of the level.

Loop

Makes the SFX loop until stopped.

Start and End

Makes the SFX Start and End at a a given time in miliseconds.

If looped, playback is looped between Start and End. However, if Stop Loop is used then End is ignored and the SFX continues playing to the end.

Fade In and Out

Makes the SFX Fade In when starting and Fade out when ending.

Like Start and *End, the time is given in miliseconds.

Fades are applied only when a SFX starts or ends, not when it repeats.

Unique

Makes the SFX unique if Unique ID is not 0 and Is Unique is selected. Unique SFX can be referenced by their Unique ID by Edit SFX triggers.

Only one SFX per unique ID can be played at a time. Without Override, the new SFX will not play if the previous SFX is still playing. With Override, the previous SFX gets replaced by the new one.

SFX Group

Gives the SFX a SFX Group that can be referenced by Edit SFX triggers.

MinInterval

Adds a cooldown to the SFX trigger and, if the SFX is unique, to the Unique ID. SFX will not play if activated during the cooldown.

In the case of unique SFX, the MinInterval of the current trigger is considered. If Override is selected then only the MinInterval cooldown is still applied.

MinInterval is not affected by SFX Speed, but is affected by timewarping.

Ignore Volume Test

By default, the SFX will not play if it's starting volume 0. If Ignore Volume Test is selected, the SFX will play regardless of it's starting volume.

Volume Proximity

Volume Proximity can be set per SFX trigger from the 4th settings page. This overrides the SFX Group's proximity settings and cannot be edited by other triggers.

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