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VOOZH | about |
SoundLine represents one entry in a {{SoundTable}}
| Parameter | Function |
|---|---|
sound |
The sound, set to "-" if none in this event. |
sound2 - sound20 |
Additional sounds. |
rowspan |
How many rows the Sound column for this row should take up. |
subtitle |
The subtitle, set to "-" if none in this event. |
source |
The sound category (slider in the sounds menu). Should be one of the following:
"Sound" is exclusive to Bedrock Edition and historical Java Edition versions. "Entity-Dependent" is for entities that play sounds, such as footsteps, using their own sound sources. "None" is exclusive to unused sound events. |
overridesource |
Set to any value for the source to use what is given to the template, rather than one of the values above.
|
description |
When the sound plays. |
id |
The sound event/resource location (code formatting automatically added). Do not add anything other than the id here; that goes in idnote.
|
idnote |
Text, such as a reference, to be added after the id, without code formatting. |
translationkey |
The subtitle key/translation key (code formatting automatically added), set to "-" if none in this event. Do not add anything other than the translation key here; that goes in translationkeynote.
|
translationkeynote |
Text, such as a reference, to be added after the translation key, without code formatting. |
volume |
The volume the game plays this sound event at. |
pitch |
The pitch the game plays this sound event at. |
distance |
The attenuation distance the game plays this sound event at. |
descritptivename |
The readable part of the audio file name. (Story Mode only) |
guid |
The unique identifier (GUID) of the audio file within a sound bank. (Story Mode only) |
eventpath |
The FMOD event path used to trigger this sound in-game. (Story Mode only) |
oneshot |
Whether the FMOD sound event plays only once and does not loop. Should only be used if the sound's one-shot property is the same across all banks. (Story Mode only) |
oneshottrue - oneshottrue20 |
Adds a list of banks where the sound's one-shot property is true. (Story Mode only) |
oneshotfalse - oneshotfalse20 |
Adds a list of banks where the sound's one-shot property is false. (Story Mode only) |
streaming |
Whether the FMOD sound is streamed from disk instead of being fully loaded into memory. Should only be used if the sound's streaming property is the same across all banks. (Story Mode only) |
streamingtrue - streamingtrue20 |
Adds a list of banks where the sound's one-shot property is true. (Story Mode only) |
streamingfalse - streamingfalse20 |
Adds a list of banks where the sound's streaming property is false. (Story Mode only) |
is3d |
Whether the FMOD sound is spatialized in 3D space. Should only be used if the sound's property is the same across all banks. (Story Mode only) |
is3dtrue - is3dtrue20 |
Adds a list of banks where the sound's property is true. (Story Mode only) |
is3dfalse - is3dfalse20 |
Adds a list of banks where the sound's property is false. (Story Mode only) |
bank - bank20 |
The FMOD sound bank(s) containing the audio. Should only be used if all banks are in the same season. (Story Mode only) |
season1bank - season1bank20 |
The FMOD sound bank(s) containing the audio in Season One. (Story Mode only) |
season2bank - season2bank20 |
The FMOD sound bank(s) containing the audio in Season Two. (Story Mode only) |
season |
The season where the sound is used. (Story Mode only)
|
| Parameter | Description | Type | Status | |
|---|---|---|---|---|
| sound | sound | The first sound file name
| File | suggested |
| sound2 | sound2 | The second sound file name
| File | suggested |
| sound3 | sound3 | The third sound file name
| File | suggested |
| sound4 | sound4 | The fourth sound file name
| File | suggested |
| sound5 | sound5 | The fifth sound file name
| File | suggested |
| sound6 | sound6 | The sixth sound file name
| File | suggested |
| sound7 | sound7 | The seventh sound file name
| File | suggested |
| sound8 | sound8 | The eighth sound file name
| File | suggested |
| sound9 | sound9 | The ninth sound file name
| File | suggested |
| sound10 | sound10 | The tenth sound file name
| File | suggested |
| sound11 | sound11 | The eleventh sound file name
| File | suggested |
| sound12 | sound12 | The twelfth sound file name
| File | suggested |
| sound13 | sound13 | The thirteenth sound file name
| File | suggested |
| sound14 | sound14 | The fourteenth sound file name
| File | suggested |
| sound15 | sound15 | The fifteenth sound file name
| File | suggested |
| sound16 | sound16 | The sixteenth sound file name
| File | suggested |
| sound17 | sound17 | The seventeenth sound file name
| File | suggested |
| sound18 | sound18 | The eighteenth sound file name
| File | suggested |
| sound19 | sound19 | The nineteenth sound file name
| File | suggested |
| sound20 | sound20 | The twentieth sound file name
| File | suggested |
| rowspan | rowspan | How many rows the Sound column for this row should take up. Only needs to be defined for the first.
| Number | optional |
| subtitle | subtitle | The subtitle, set to "-" if none in this event.
| Line | suggested |
| source | source | The sound category (slider in the sounds menu).
| Line | suggested |
| overridesource | overridesource | Set to any value for the source to use what is given to the template, rather than one of the values above.
| Boolean | optional |
| description | description | When the sound plays.
| Content | suggested |
| id | id | The sound event/resource location (code formatting automatically added). Do not add anything other than the id here; that goes in idnote.
| Line | suggested |
| idnote | idnote | Text, such as a reference, to be added after the id, without code formatting.
| Content | optional |
| translationkey | translationkey | The subtitle key/translation key (code formatting automatically added), set to "-" if none in this event.
| Line | suggested |
| translationkeynote | translationkeynote | Text, such as a reference, to be added after the translation key, without code formatting.
| Content | optional |
| volume | volume | The volume the game plays this sound event at.
| Line | suggested |
| pitch | pitch | The pitch the game plays this sound event at.
| Line | suggested |
| distance | distance | The attenuation distance the game plays this sound event at.
| Line | suggested |
| descritptivename | descritptivename | The readable part of the audio file name. (Story Mode only)
| String | suggested |
| guid | guid | The unique identifier (GUID) of the audio file within a sound bank. (Story Mode only)
| String | suggested |
| eventpath | eventpath | The FMOD event path used to trigger this sound in-game. (Story Mode only)
| String | suggested |
| oneshot | oneshot | Whether the FMOD sound event plays only once and does not loop. (Story Mode only)
| Boolean | suggested |
| streaming | streaming | Whether the FMOD sound is streamed from disk instead of being fully loaded into memory. (Story Mode only)
| Boolean | suggested |
| is3d | is3d | Whether the FMOD sound is spatialized in 3D space. (Story Mode only)
| Boolean | optional |
| bank | bank | The FMOD sound bank(s) containing the audio. Use <code> directly for a single bank to avoid module overhang, and {{code|delimiter=,}} for multiple banks. If the banks are the same in both seasons, list them once. If the banks differ, specify them per season. (Story Mode only)
| String | suggested |
| season | season | The season where the sound is used. (Story Mode only)
| String | suggested |