WARNING: The information on this page may contain story spoilers for the main game
This page will show you how to mod the audio within Elegos. All audio objects within the game have a unique Audio ID (see below).
Currently, Elegos supports the following:
wav
: uncompressed but will therefore have a larger file size. Note that any wav sounds in the game will be converted to a sample/bit rate of 44.1khz/16bit.
mp3
: a compressed format that will result in a smaller file size than WAV. Be aware that MP3s may also add a small portion of silence before and after a clip so depending on whether the audio is looping, and any quality/size considerations you have, you may want to use ogg or WAV.
ogg
: an open source audio compression format.
Create a folder called audio
inside of a mod folder. You should end up with a structure like <mod name>/audio
.
- Create a
.json
file named whatever you like and place inside of the <mod name>/audio
folder.
- Any paths are relative to the folder path of the json.
- Not all keys have to be in the JSON. Only the keys "Name" and "Path" are mandatory, anything else if ommited then default values are used or if overriding then original values are used.
- JSON Reference and Example.
- See below for a complete AudioID reference.
This JSON file contains all the metadata to uniquely identify an audio clip and it's specific settings.
Name |
Description |
Name |
(mandatory) A name (AudioID) for this object. Will override if it already exists |
Path |
(mandatory) The path to the audio file, relative to this file, . ogg , mp3 and wav formats are supported. |
Loop |
Will this audio loop when played. true or false . |
Volume |
Value between 0-1 with 0 being silent and 1 being full. |
VolumeVariance |
Vary the volume by a random amount up or down between 0-1 each time the sound is triggered, with 0 being no variance each time it is played and 1 meaning an additional/subtraction of up to 1 each time the sound is triggered. |
Pitch |
Value between 0-3 with 1 being default. A value of 2 is double the frequency (so sounds higher) and 0.5 would be half (so sounds lower). |
PitchVariance |
Vary the pitch by a random amount up or down between 0-1 each time the sound is triggered with 0 being no variance in pitch each time it is played and 1 being higher/lower in pitch. |
SpatialBlend |
Is the sound 2D or 3D? Value between 0-1 with 0 being unaware of any positioning and 1 being fully 3D and so min and max distance are relevant |
Caption |
The caption that is displayed whenever new music plays. |
MinDistance |
The minimum distance after which a 3D sound will start to get quieter as distance increases. Value between 0-500 with 0 being default. |
MaxDistance |
The maximum distance at which a 3D sound will be heard. Value between 0-500 with 10 being default. |
DopplerLevel |
The amount of doppler effect (pitch shift of moving objects). Value between 0-1 with 0 being default. |
Spread |
The spread (in angles) of a 3D sound. Value between 0-360 (0 being mono) with 180 being default. |
AudioMixerGroupName |
What mixer channel will the sound be directed through. Choose from "System" , "Music" , "SFX" , "Ambience" , "Dialogue" |
{
"Name": "Sound.Music.Menu.Title_Screen",
"Loop": true,
"Path": "simons title music.mp3",
"Volume": 0.55,
"VolumeVariance": 0,
"Pitch": 1.0,
"PitchVariance": 0,
"SpatialBlend": 0,
"Caption": "♪ Elegos (Title)",
"MinDistance": 0,
"MaxDistance": 500,
"DopplerLevel": 0,
"Spread": 180,
"AudioMixerGroupName": "Music"
}
Whilst an Audio ID is essentially a string that references an underlying audio clip, the Audio IDs in Elegos follow a standardised naming convention for ease of reference and organisation:
Sound + Type + Subtype + Item
- Sound: This is a static prefix used to differentiate other areas of the game that may use an ID based naming convention.
- Type: This is the high level category of the sound in question. Note this is independent of the mixer that the sound is routed through (see above JSON Reference and Example for assigning mixers).
- Subtype: This is a subcategory to further contextualise an Audio ID. For example an
Ambient
type may have Air
, Land
, and Water
subtypes.
- Item: This is the specific sound in question. For example
Chest_Open
.
See below for a full list of Audio IDs currently available in Elegos.
Original setv0.12+
ID |
Description |
Sound.Music.Menu.Title_Screen |
Played when entering the main menu on game load |
Sound.Music.Phacos.Arrival_to_Phacos |
Played during opening cinematic |
Sound.Music.Phacos.Villa |
Played during gameplay |
Sound.Music.Phacos.Ritual |
Played during gameplay |
Sound.Music.Phacos.Temple |
Played during gameplay |
Sound.Music.Phacos.Harp_Melody |
Played during gameplay |
Sound.Music.Phacos.Island_Exploration |
Played during gameplay |
ID |
Description |
Sound.Music.Menu.Title_Screen |
Played when entering the main menu on game load |
Sound.Music.Phacos.Arrival_to_Phacos |
Played during opening cinematic |
Sound.Music.Phacos.Villa |
Played during gameplay |
Sound.Music.Phacos.Ritual |
Played during gameplay |
Sound.Music.Phacos.Temple |
Played during gameplay |
Sound.Music.Phacos.Harp_Melody |
Played during gameplay |
Sound.Music.Phacos.Island_Exploration |
Played during gameplay |
Sound.Music.Sparring_Part1 |
Played during gameplay |
Sound.Music.Sparring_Part2 |
Played during gameplay |
Original setv0.12v0.13+
ID |
Description |
Sound.SFX.Player.Jump |
Played when player jumps |
Sound.SFX.Player.Landing |
Played when player lands |
Sound.SFX.Player.Crouch |
Played when crouching |
Sound.SFX.Player.Footsteps_Run_Wood |
Played when running on a wooden surface. |
Sound.SFX.Player.Footsteps_Run_Gravel |
Played when running on a gravel surface |
Sound.SFX.Player.Footsteps_Run_Grass |
Played when running on a grass surface |
Sound.SFX.Player.Footsteps_Run_Stone |
Played when running on a stone surface |
Sound.SFX.Player.Footsteps_Run_Water |
Played when running on a water surface |
Sound.SFX.Player.Footsteps_Walk_Wood |
Played when walking on a wood surface |
Sound.SFX.Player.Footsteps_Walk_Gravel |
Played when walking on a gravel surface |
Sound.SFX.Player.Footsteps_Walk_Grass |
Played when walking on a grass surface |
Sound.SFX.Player.Footsteps_Walk_Stone |
Played when walking on a stone surface |
Sound.SFX.Player.Footsteps_Walk_Water |
Played when walking on a water surface |
ID |
Description |
Sound.SFX.Player.Jump |
Played when player jumps |
Sound.SFX.Player.Landing |
Played when player lands |
Sound.SFX.Player.Crouch |
Played when crouching |
Sound.SFX.Player.Footsteps_Run_Wood |
Played when running on a wooden surface. |
Sound.SFX.Player.Footsteps_Run_Gravel |
Played when running on a gravel surface |
Sound.SFX.Player.Footsteps_Run_Grass |
Played when running on a grass surface |
Sound.SFX.Player.Footsteps_Run_Stone |
Played when running on a stone surface |
Sound.SFX.Player.Footsteps_Run_Water |
Played when running on a water surface |
Sound.SFX.Player.Footsteps_Walk_Wood |
Played when walking on a wood surface |
Sound.SFX.Player.Footsteps_Walk_Gravel |
Played when walking on a gravel surface |
Sound.SFX.Player.Footsteps_Walk_Grass |
Played when walking on a grass surface |
Sound.SFX.Player.Footsteps_Walk_Stone |
Played when walking on a stone surface |
Sound.SFX.Player.Footsteps_Walk_Water |
Played when walking on a water surface |
Sound.SFX.Player.Hurt |
Played when the player is hit |
Sound.SFX.Player.Knocked_Out |
Played during gameplay |
ID |
Description |
Sound.SFX.Player.Jump |
Played when player jumps |
Sound.SFX.Player.Landing |
Played when player lands |
Sound.SFX.Player.Crouch |
Played when crouching |
Sound.SFX.Player.Footsteps_Run_Wood |
Played when running on a wooden surface. |
Sound.SFX.Player.Footsteps_Run_Gravel |
Played when running on a gravel surface |
Sound.SFX.Player.Footsteps_Run_Grass |
Played when running on a grass surface |
Sound.SFX.Player.Footsteps_Run_Stone |
Played when running on a stone surface |
Sound.SFX.Player.Footsteps_Run_Water |
Played when running on a water surface |
Sound.SFX.Player.Footsteps_Walk_Wood |
Played when walking on a wood surface |
Sound.SFX.Player.Footsteps_Walk_Gravel |
Played when walking on a gravel surface |
Sound.SFX.Player.Footsteps_Walk_Grass |
Played when walking on a grass surface |
Sound.SFX.Player.Footsteps_Walk_Stone |
Played when walking on a stone surface |
Sound.SFX.Player.Footsteps_Walk_Water |
Played when walking on a water surface |
Sound.SFX.Player.Hurt |
Played when the player is hit |
Sound.SFX.Player.Knocked_Out |
Played during gameplay |
Sound.SFX.Player.Footsteps_Walk_Bush |
Played when walking in a bush/hedge |
Sound.SFX.Player.Footsteps_Run_Bush |
Played when walking in a bush/hedge |
Original setv0.13+
ID |
Description |
Sound.SFX.NPC.Bark_M |
Played whenever an NPC is hit |
Sound.SFX.NPC.Bark_F |
Played whenever an NPC is hit |
ID |
Description |
Sound.SFX.NPC.Bark_M |
Played whenever an NPC is hit |
Sound.SFX.NPC.Bark_F |
Played whenever an NPC is hit |
Sound.SFX.NPC.Passive_Bark_F |
Played intermittently when the player is near an NPC |
Sound.SFX.NPC.Passive_Bark_M |
Played intermittently when the player is near an NPC |
Original setv0.12v0.13+
ID |
Description |
Sound.Ambience.Air.Trees_Swaying |
Trees and branches swaying in the wind |
Sound.Ambience.Air.Garden_Wind |
Wind sound |
Sound.Ambience.Land.Birdsong |
Birds tweeting |
Sound.Ambience.Water.Pier_Splash |
Waves splashing |
Sound.Ambience.Air.Ocean_Breeze |
Ocean breeze |
Sound.Ambience.Air.Cave_Sounds |
Cave ambience |
Sound.Ambience.Land.Pegasus_Distant_Cries |
Distant cries of the Pegasus |
Sound.Ambience.Water.Waves |
Ocean waves |
Sound.Ambience.Water.Water_Rocks_A |
Water hitting rocks |
Sound.Ambience.Water.Water_Rocks_B |
Water hitting rocks (alternate) |
Sound.Ambience.Water.Boat_Splash |
Splashes of a boat in motion |
Sound.Ambience.Water.Boat_Creak |
Creak of a boat |
Sound.Ambience.Item.Fountain |
Sounds of a water fountain |
Sound.Ambience.Item.Torch |
Flicker of flames in torches |
ID |
Description |
Sound.Ambience.Air.Trees_Swaying |
Trees and branches swaying in the wind |
Sound.Ambience.Air.Garden_Wind |
Wind sound |
Sound.Ambience.Land.Birdsong |
Birds tweeting |
Sound.Ambience.Water.Pier_Splash |
Waves splashing |
Sound.Ambience.Air.Ocean_Breeze |
Ocean breeze |
Sound.Ambience.Air.Cave_Sounds |
Cave ambience |
Sound.Ambience.Land.Pegasus_Distant_Cries |
Distant cries of the Pegasus |
Sound.Ambience.Water.Waves |
Ocean waves |
Sound.Ambience.Water.Water_Rocks_A |
Water hitting rocks |
Sound.Ambience.Water.Water_Rocks_B |
Water hitting rocks (alternate) |
Sound.Ambience.Water.Boat_Splash |
Splashes of a boat in motion |
Sound.Ambience.Water.Boat_Creak |
Creak of a boat |
Sound.Ambience.Item.Fountain |
Sounds of a water fountain |
Sound.Ambience.Item.Torch |
Flicker of flames in torches |
Sound.Ambience.Land.Walla_Docks |
Background crowds in the pier area |
Sound.Ambience.Land.Walla_Village |
Background crowds in the village area |
ID |
Description |
Sound.Ambience.Air.Trees_Swaying |
Trees and branches swaying in the wind |
Sound.Ambience.Air.Garden_Wind |
Wind sound |
Sound.Ambience.Land.Birdsong |
Birds tweeting |
Sound.Ambience.Water.Pier_Splash |
Waves splashing |
Sound.Ambience.Air.Ocean_Breeze |
Ocean breeze |
Sound.Ambience.Air.Cave_Sounds |
Cave ambience |
Sound.Ambience.Land.Pegasus_Distant_Cries |
Distant cries of the Pegasus |
Sound.Ambience.Water.Waves |
Ocean waves |
Sound.Ambience.Water.Water_Rocks_A |
Water hitting rocks |
Sound.Ambience.Water.Water_Rocks_B |
Water hitting rocks (alternate) |
Sound.Ambience.Water.Boat_Splash |
Splashes of a boat in motion |
Sound.Ambience.Water.Boat_Creak |
Creak of a boat |
Sound.Ambience.Item.Fountain |
Sounds of a water fountain |
Sound.Ambience.Item.Torch |
Flicker of flames in torches |
Sound.Ambience.Land.Walla_Docks |
Background crowds in the pier area |
Sound.Ambience.Land.Walla_Village |
Background crowds in the village area |
Sound.Ambience.Land.Walla_Inside |
Sounds of individuals inside buildings in the village area |
Original setv0.13+
ID |
Description |
Sound.SFX.Item.Chest_Open |
Played when a chest is opened |
Sound.SFX.Item.Villa_Door_Close |
Played when the Villa door closes |
ID |
Description |
Sound.SFX.Item.Chest_Open |
Played when a chest is opened |
Sound.SFX.Item.Villa_Door_Close |
Played when the Villa door closes |
Sound.SFX.Item.Collect_Coin |
Collecting a coin from a chest |
Sound.SFX.Item.Collect_Default |
Collecting something that isn't a coin |
Original setv0.12+
ID |
Description |
Sound.SFX.Weapon.Unarmed_Hitting_Flesh |
Played when the player hits flesh |
Sound.SFX.Weapon.Unarmed_Hitting_Object |
Played when the player hits an object |
Sound.SFX.Weapon.Unarmed_Swing |
Played when the player throws a punch |
ID |
Description |
Sound.SFX.Weapon.Unarmed_Hitting_Flesh |
Played when the player hits flesh |
Sound.SFX.Weapon.Unarmed_Hitting_Object |
Played when the player hits an object |
Sound.SFX.Weapon.Unarmed_Swing_L |
Played when the player throws a punch (left hand) |
Sound.SFX.Weapon.Unarmed_Swing_R |
Played when the player throws a punch (right hand) |
Sound.SFX.Weapon.Sword_Swing_L |
Played when the player swings a sword (towards the left) |
Sound.SFX.Weapon.Sword_Swing_R |
Played when the player swings a sword (towards the right) |
Sound.SFX.Weapon.Sword_Hitting_Flesh |
Played when the player hits flesh with a sword |
Sound.SFX.Weapon.Sword_Hitting_Object |
Played when the player hits an object with a sword |
Sound.SFX.Weapon.Sword_Clash |
Played when the player sword clashes with another sword |
Original set
ID |
Description |
Sound.System.Menu.New_Game |
Played when the New Game button is clicked |
Sound.System.Menu.Select |
Played when most buttons are clicked |