SFX
Sound effects are played with the Stage's PlaySfx
action.
1 | { "action": "CallMethod", "target":"stage", "method": "PlaySfx", "params": { "sfxType": "ShootForce", "pos":"vec2(0f, 10f)" }}, |
Some modifier parameters can be specified:
1 2 3 4 5 6 7 8 9 | { "action": "CallMethod", "target":"stage", "method": "PlaySfx", "params": { "sfxType": "ShootForce", "pos":"playerPos + vec2(0f, 10f)", "volumeModifier": 0.75, "pitchModifier": 1.2, "maxDistanceModifier": 0.5 // this sound will half 50% of the max distance (if the sound is farther away than max distance from the player, it will not be played) } }, |
If the pos
parameter is not specified, sounds will play at the player's position.
Built-in SFX
This is a list of every built-in sound effect in the game, which you can use for bullet patterns or to trigger with PlaySfx
.
SFX
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 | "PlayerShoot", "PlayerDie1", "PlayerDie2", "ShipShoot", "PlayerHitPixel", "BulletHitPlayerDefault", "PixelHit", "PixelDestroy", "PixelDisconnect", "PixelExplodeDefault", "MetalHit", "MetalDestroy", "MetalDisconnect", "PlantHit", "PlantDestroy", "PlantDisconnect", "FuseFleshHit", "FuseFleshDestroy", "FuseFleshDisconnect", "FleshHit", "FleshDestroy", "FleshDisconnect", "StoneHit", "StoneDestroy", "StoneDisconnect", "GlassHit", "GlassDestroy", "GlassDisconnect", "IncreaseProgress", "IncreaseProgressTick", "TutorialStateIncrease", "BombCharge", "BombExplode", "PartHit", "PartShield", "PartDestroyed", "PixelIgnite", "PixelExplode", "ExplosiveHitWithoutDamage", "LaserHit", "Charge0", "Charge1", "ChargeAscend", "ChargeAscend2", "ChargeWhoosh", "ChargeBomb", "CockGun0", "ShootBlaster", "ShootBlaster2", "ShootBig", "ShootSniper", "ShootSniperDeep", "ShootStaticLaser", "ShootStaticLaserLongAF", "ShootCannon", "ShootEnergy", "ShootPump", "ShootForce", "ShootBomb", "ShootSmallOrganic", "ShootPhasor", "ShootBwomp", "ShootChunkyError", "ShootSqueakyToy", "ShootBlow", "ShootThicko", "ShootDart", "ShootAirMute", "ShootLaserThump", "ShootResonant", "ShootWarp", "ShootLittleRattle", "ShootLaserBounce", "ShootPow", "ShootMetalWarp", "ShootEvilPhaser", "ShootGhost", "ShootSoftWomp", "ShootMechanical", "ShootSplash", "ShootSquelch", "ShootSoft", "ShootBigEnergy", "ExplosionWarps", "ExplosionComputerError", "ExplosionDeepMuted", "ExplosionDeepResonant", "ExplosionDeepKnockKnock", "ExplosionBadGame", "ExplosionSwish", "ExplosionOverclocked", "ExplosionFirework", "ExplosionDrained", "SawLoop", "EnergyWavesLoop", "EnergyWaveLoop", "MagnetLoop", "LightningStart", "LightningStrike", "FieldWarning", "TargetLinePip", "GlassShatter", "AlienWail", "LightningOrb", "BulletLand", "Kick", "MechanismClick", "ShootBurst", "PowerupGet", "PowerupSelect", "PowerupUse", "PowerupActiveBoostGet", "PowerupActiveBoostSelect", "PowerupActiveBoostUse", "PowerupAirburstGet", "PowerupAirburstSelect", "PowerupAirburstUse", "PowerupAirburstExplode", "PowerupBlinkGet", "PowerupBlinkSelect", "PowerupBlinkUse", "PowerupBumperGet", "PowerupBumperSelect", "PowerupBumperUse", "PowerupCannonGet", "PowerupCannonSelect", "PowerupCannonUse", "PowerupCannonHit", "PowerupCarveGet", "PowerupCarveSelect", "PowerupCarveUse", "PowerupCarveHit", "PowerupConvertGet", "PowerupConvertSelect", "PowerupConvertUse", "PowerupDoubleGunGet", "PowerupDoubleGunSelect", "PowerupDoubleGunUse", "PowerupDroneGet", "PowerupDroneSelect", "PowerupDroneUse", "PowerupEraseGet", "PowerupEraseSelect", "PowerupEraseUse", "PowerupFadeGet", "PowerupFadeSelect", "PowerupFadeUse", "PowerupFreezeGet", "PowerupFreezeSelect", "PowerupFreezeUse", "PowerupRepelGet", "PowerupRepelSelect", "PowerupRepelUse", "PowerupShieldGet", "PowerupShieldBreak", "PowerupShieldZoneGet", "PowerupShieldZoneSelect", "PowerupShieldZoneUse", "PowerupSliceGet", "PowerupSliceSelect", "PowerupSliceUse", "PowerupSliceHit", "PowerupSlowmoGet", "PowerupSlowmoSelect", "PowerupSlowmoUse", "PowerupSweepGet", "PowerupSweepSelect", "PowerupSweepUse", "PowerupTurretGet", "PowerupTurretSelect", "PowerupTurretUse", "PowerupFFDGet", "PowerupFFDSelect", "PowerupFFDUse", "AsteroidImplodeFinish1", "AsteroidImplodeFinish2", "IntroBossSpawn", "IntroBossDie", "IntroBossSpeech", "IntroBossSpokesCharge", "IntroBossSpokesCharge2", "IntroBossSpokesShoot", "IntroBossImplodeStart", "IntroBossImplodeFinish", "IntroBossRevengeBulletSpawn", "OctopusBossSpawn", "OctopusBossDie", "OctopusBossSpeech", "OctopusBossStageStart", "OctopusStageWave", "OctopusLazyCharge", "OctopusLazyShoot", "OctopusBubbleShoot", "OctopusF0SpiralCharge", "OctopusF0SpiralShoot", "OctopusMineReload", "OctopusMineShoot", "OctopusFloatingMineReload", "OctopusFloatingMineShoot", "OctopusFloatingMineExplode", "OctopusF1SmallSpreadCharge", "OctopusF1SmallSpreadShoot", "OctopusF1OrbCharge", "OctopusF1OrbShoot", "OctopusF1OrbDropMine", "OctopusBubbleOrbCharge", "OctopusBubbleOrbShoot", "OctopusBubbleOrbReleaseBubble", "OctopusSmallSpewCharge", "OctopusSmallSpewShoot", "OctopusTurretSpawn", "BubblePop", "MechBossSpawn", "MechBossDie", "MechBossSpeech", "MechTurretSpeech", "MechBossStageStart", "MechBossSpokesCharge", "MechBossSpokesShoot", "MechBossSpokesShootMed", "MechBossSpokesShootFast", "MechBossDirectCharge", "MechTurretSpawn", "MechBallsBeep", "FuseBossSpawn", "FuseBossDie", "FuseBossSpeech", "FuseBossStageStart", "FuseMinionSpeech", "FuseEnemyEnraged", "FuseBossShootPew0", "FuseBossShootPew1", "FuseBossChargePump", "FuseBossShootPump", "FuseBossTossedLand", "FuseBossChargeDirect", "FuseBossShootDirect", "FuseBossChargeSimple", "FuseBossShootSimple", "FuseEnemyImplodeFinish", "FuseEnemyWarpIn", "FuseEnemyWarpIn2", "FuseEnemySpawn", "FuseTriggerHit1", "FuseTriggerHit2", "FuseTriggerHit3", "Confuse", "ConfuseEnd", "TrenchBossSpawn", "TrenchBossDie", "TrenchBossSpeech", "TrenchBossStageStart", "TrenchCurveSpokes", "TrenchSurroundingCircle", "TrenchSurroundingCircle2", "TrenchExpandingSpawn", "TrenchExpandingDie", "TrenchExpandingHit", "VineStrangle", "VineRip", "CrawlerPlant", "CrawlerPlant2", "OnionBossSpawn", "OnionBossDie", "OnionBossSpeech", "OnionBossStageStart", "OnionGrid2Spawn", "OnionGrid2Whoosh", "OnionGrid3Beep", "OnionGrid3Whoosh", "HunterBossSpawn", "HunterBossDie", "HunterBossSpeech", "HunterBossStageStart", "HunterCharge", "HunterBombStart", "HunterBombExplode", "HunterShootDiamond", "HunterSpokesShoot", "HunterParallelCharge", "HunterWormCharge", "HunterWormShoot", "HunterRandomTriangles", "HunterLandmineShoot", "HunterLandmineExplode", "HunterTrailChildShoot", "TentacleBossSpawn", "TentacleBossDie", "TentacleBossSpeech", "TentacleBossStageStart", "TentacleUnitSpawn", "TentacleGreenBulletShoot", "TentacleShootPew0", "TentacleCentipedeCharge", "TentacleCentipedeShoot", "TentacleCentipedeDie", "TentacleStickyCharge", "TentacleStickyHit", "TentacleWaveShoot", "TentacleWobblingShoot", "TentacleSpiralShoot", "TentacleRoundRainShoot", "TentacleOrbCharge", "TentacleOrbShoot", "TentacleOrbFire", "ClawBossSpawn", "ClawBossDie", "ClawBossSpeech", "ClawBossStageStart", "ClawPopcornShoot", "ClawFireworkShoot", "ClawFireworkExplode", "ClawSpikesStart", "ClawSpinner", "SpongeHit", "SpongeVanish", "OrbBossSpawn", "OrbBossDie", "OrbBossSpeech", "OrbBossStageStart", "OrbMeteorSpawn", "OrbInnerSpiralShoot", "OrbLaserShoot", "FrameBossSpawn", "FrameBossDie", "FrameBossSpeech", "FrameBossStageStart", "FrameBouncerHitWall", "FrameMeteorLand", "FrameTrailShoot", "FrameTrailChild", "FrameTrailFinish", "FrameFireworkFuse", "FrameFireworkExplode", "FrameToggleSwitchEngage", "FrameToggleDangerSpawned", "LaserBossSpawn", "LaserBossDie", "LaserBossSpeech", "LaserBossStageStart", "LaserSpewSmallCharge", "LaserSpewSmallShoot", "LaserSpewBigCharge", "LaserSpewBigShoot", "LaserCrosshairCharge", "LaserCrosshairShoot1", "LaserCrosshairShoot2", "LaserCrosshairCollide", "LaserWeirdShoot", "LaserDiamondSkullCircleCharge", "LaserDiamondSkullCircleShoot", "LaserDiamondSkullCircle2Charge", "LaserDiamondSkullCircle2Shoot", "LaserWeirdShoot2", "LaserUnitLaserOn", "LaserPetSpewSmallCharge", "LaserPetSpewSmallShoot", "StormBossSpawn", "StormBossDie", "StormBossSpeech", "StormBossStageStart", "StormReturnTransform", "StormMeteorWarning", "StormMeteorLand", "StormMeteorBulletHitPlayer", "StormMissileShoot", "StormQuickLaserShoot", "StormSlalom1Shoot", "StormSlalom2Shoot", "StormSpinnerChildShoot", "StormSpinnerLifetimeFinished", "ThreeBodyZap", "InvasionBossSpawn", "InvasionBossDie", "InvasionBossSpeech", "InvasionBossStageStart", "InvasionCircleSpokesShoot", "InvasionTrackSpokesShoot", "InvasionCubeDiamondShoot", "InvasionDiamondShoot", "InvasionXSpawn", "InvasionXAttack", "InvasionShip1Speech", "InvasionShip2Speech", "InvasionShip2Charge", "InvasionShip3Speech", "InvasionBossWarning", "InvasionBossShootPew0", "InvasionBossShootPew1", "InvasionBossShootDirect", "InvasionBossChargeShip3", "InvasionBossSpawnShip3", "InvasionTrailChildBullet", "Thud", "Thud2", "Thud3", "Thud4", "Thump", "AllPrereqsDestroyed", "CurseCharge", "CurseShoot", "CurseWarning", "PowerupCharge", "PowerupShoot", "PowerupEmerge", "TurretShoot", "LaserCharge", "LaserLoop", "FollowingLoop", "TrapLand", "TrapLoop", "TrapBeep", "TrapExplode", "TrapImplodeStart", "TrapImplodeFinish", "TrapLand2", "TrapImplodeStart2", "EggLand", "EggImplodeStart", "EggImplodeFinish", "SliderActivated", "SliderEnemySpawn", "SliderEnemyChargeTossed", "SliderEnemyTossedLand", "SafeSpaceWarning", "SafeSpaceCharge", "SafeSpaceLoop", "SafeSpaceLand", "WeirdHomingMove", "SliderEnemyRevengeBulletSpawn", "UIButtonHover", "UIButtonClick", "UIButtonClickForward", "UIButtonClickBack", "UIStageHover", "UIStageSwitch", "UIStageStart", "UISoftHover", "UIMenuHover", "UIMenuClick", "UIDragClick", "UIDragLoop", "UIDragRelease", "UIToggleOn", "UIToggleOff", "UISubmenuHover", "UISubmenuClick", "UITinyHover", "UITinyClick", |
Download sfx audio files
Custom SFX
You can also create a new json file to define custom sounds.
This is sfx.json
from the example plugin.
1 2 3 4 5 6 7 8 9 10 11 12 | { "ExampleStage": { "volume": 1, "pitchMin": 0.9, "pitchMax": 1.2, "maxDistance": 200, "priority": 200, "fileName": "sfx/example_stage", }, "Victory": { "volume": 1, "pitchMin": 0.85, "pitchMax": 1.3, "maxDistance": 300, "priority": 200, "fileName": "sfx/victory", }, } |
The filename property specifies that example_stage.wav
is located in a folder called sfx
located in the plugin folder.
The maxDistance property can make unimportant sounds not play if they are too far from the player.
The priority property isn't very important, but setting a lower priority means that those sounds will be skipped in the event that the audio engine is overloaded with sounds in a short period of time.
Trigger your custom sfx in the same way as the built-in sounds:
1 | { "action": "CallMethod", "target":"stage", "method": "PlaySfx", "params": { "sfxType": "ExampleStage", }}, |
Don't forget to include the path to you sfx file(s) in your plugin.json
file.
1 2 3 4 | { // load files from sfx.json, in the same folder as plugin.json "sounds": [ "sfx" ], } |
Looping SFX
Looping sounds can be useful for lasers and other things that persist for a certain amount of time.
- Call the stage's
StartLoopingSfx
action, storing the return value in an integer property. This value identifies the particular looping sound being created. - Change the properties of the sound over time using
SetLoopingSfxPosition
,SetLoopingSfxVolume
,SetLoopingSfxPitch
, andSetLoopingSfxMaxDistance
. These actions require you to pass in the ID of the looping sound you want to modify. - Call
StopLoopingSfx
to end the looping sound.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 | { // pattern stuff ... "properties": { "sfxId": { "type": "Int" }, }, "onStart":[ { "action": "CallMethod", "target": "stage", "method": "StartLoopingSfx", "params": { "sfxType":"LaserLoop", "pos":"vec2(0f, 0f)", }, "return":"sfxId" }, { "action": "CallMethod", "target": "stage", "method": "SetLoopingSfxVolume", "params": { "id":"sfxId", "volume":0, }, }, ], "onUpdate":[ { "action": "CallMethod", "target": "stage", "method": "SetLoopingSfxVolume", "params": { "id":"sfxId", "volume":"patternTime < 4.75f ? map(patternTime, 1.5f, 1.75f, 0f, 1f, 'QuadOut') : map(patternTime, 4.75f, 5f, 1f, 0f)", }, }, { "action": "CallMethod", "target": "stage", "method": "SetLoopingSfxPosition", "params": { "id":"sfxId", "pos":"projectPointOntoLine(playerPos, patternPos + patternDir * 10f, patternPos + patternDir * 500f)", }, }, ], "onFinish":[ { "action": "CallMethod", "target": "stage", "method": "StopLoopingSfx", "params": { "id":"sfxId", }, }, ], } |
In this example, the ID of the looping sound is stored in a custom integer property of a pattern. You could also store it in the built-in intVar
of bullets, for example.