This tutorial helps you to undestand how to change some hard-coded SFX
Files & folders needed:
assets/gameplay/sfx_manager.json
assets/sounds/
In file assets/gameplay/sfx_manager.json you can change sounds that played when player do something for example:
Open Inventory
Clicking button
etc.
The JSON structure is:
sfx_manager.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"]
}
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