> For the complete documentation index, see [llms.txt](https://picnic-in-the-oblivion.gitbook.io/assets/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://picnic-in-the-oblivion.gitbook.io/assets/modding/how-to-change-in-game-sfx.md).

# How to change in-game SFX

Files & folders needed:

> assets/gameplay/sfx\_manager.json
>
> assets/sounds/

In file <mark style="color:orange;">assets/gameplay/sfx\_manager.json</mark> you can change sounds that played when player do something for example:

* Open Inventory
* Clicking button
* etc.

The JSON structure is:

{% code title="sfx\_manager.json" %}

```json
{
    "_comment": "THIS FILE CONTROLS WHAT KIND OF SOUND WILL BE PLAYED WHEN OPENING WINDOWS, LOOTING, ITEM TAKING ETC.",
    "_comment": "WRITE ONLY FILE NAME OF SOUND. BEFORE DON'T FORGET TO PLACE *.WAV OR *.MP3 TO 'ASSETS/SOUNDS/'",
    
    "on_dialogue_open": "click_sound",
    "on_loot_open": "click_sound",
    "on_pause_open": "no_snd",
    "on_trade_open": "click_sound",
    "on_dialogue_replic_click": "click_sound",
    "on_item_use": "click_sound",
    "on_usable_zone_used": "click_sound",
    "on_loot_money_used": "no_snd",
    "on_skill_click": "click_sound",
    "on_map_marker_click": "click_sound",
    "on_pause_resume_click": "click_sound",
    "on_pause_mainmenu_click": "click_sound",
    "on_pause_options_click": "click_sound",
    "on_pause_inv_click": "click_sound",
    "on_pause_map_click": "click_sound",
    "on_pause_character_click": "click_sound",
    "on_pause_journal_click": "click_sound",
    "on_msg_btn_click": "click_sound",
    "geiger_sound": ["geiger_1","geiger_2","geiger_3","geiger_4","geiger_5","geiger_6","geiger_7"]
}
```

{% endcode %}

All sound names are taken from assets/sounds/ folder, there are can be one level of deepness:

```
assets/sounds/ - OK
assets/sounds/UI/ - OK

assets/sounds/UI/Buttons/ - NOT OK
```

If property has one sound name, it always will be playing that sound, if there square brackets, it will be a list of sounds and it will plays it randomly.

```
"sound_name" - play only that sound
["sound_name", "sound_name2"] - randomly plays one of the sounds from list
```
