# Sounds & Music

This document lists all available sound effects and songs that can be used in game modes.

---

## Sound Effects

Sound effects are short audio clips (e.g., footsteps, hits, ambient sounds). Use the `playSound`, or `broadcastSound` API methods.

### API Usage

```ts
// Play a sound for a specific player
api.playSound(playerId, soundName, volume, rate, posSettings?)

// Broadcast a sound to all players (or all except one)
api.broadcastSound(soundName, volume, rate, posSettings?, exceptPlayerId?)
```

**Parameters:**
- `soundName`: One of the sound names listed below
- `volume`: 0.0 to 1.0
- `rate`: Playback rate (1.0 = normal speed, 0.5 = half speed, 2.0 = double speed)
- `posSettings` (optional): `{ playerIdOrPos: EntityId | number[], maxHearDist?: number, refDistance?: number }`

**Tip:** If you want a random similar sound, remove the number suffix from the sound name (e.g., use `"grass"` instead of `"grass1"`).

### Available Sounds (397 total)

#### crowd
`crowdAmbience`

`crowdCheer`

`refereeWhistle`


 

#### customGame_horror
`doorKnock`

`futureStrangePulse`

`hauntedHorrorImpact`

`horrorAccent1`

`horrorFright`

`horrorMaleDrone`

`intensiveRainLoop`

`metalDoorKnock`

`ominousBellHit`

`pulseFromTheDark`

`suspenseRiser`

`thunderRain`

`zapAccent1`

`zapAccent2`


 

#### dig
`cloth1`

`cloth2`

`cloth3`

`cloth4`

`glass1`

`glass2`

`glass3`

`grass1`

`grass2`

`grass3`

`grass4`

`gravel1`

`gravel2`

`gravel3`

`gravel4`

`pickUp`

`sand1`

`sand2`

`sand3`

`sand4`

`snow1`

`snow2`

`snow3`

`snow4`

`stone1`

`stone2`

`stone3`

`stone4`

`wood1`

`wood2`

`wood3`

`wood4`


 

#### fishing
`caughtFish`

`reel`


 

#### gameStart
`game_start_countdown_01`

`game_start_countdown_02`

`game_start_countdown_03`

`game_start_countdown_final`


 

#### gunMisc
`bullet_shell_bounce_general_07`

`bullet_shell_bounce_general_08`

`headshot_04`

`headshot_06`

`headshot_08`

`headshot_11`


 

#### gunPistol
`pistol_cock_01`

`pistol_cock_02`

`pistol_cock_03`

`pistol_cock_06`

`pistol_magazine_load_01`

`pistol_magazine_load_02`

`pistol_magazine_load_03`

`pistol_magazine_unload_01`

`pistol_magazine_unload_02`

`pistol_magazine_unload_03`

`pistol_shot_01`

`pistol_shot_02`

`pistol_shot_03`

`pistol_shot_04`

`pistol_shot_05`


 

#### gunRifle
`rifle_cock_01`

`rifle_cock_02`

`rifle_magazine_load_01`

`rifle_magazine_load_02`

`rifle_magazine_load_03`

`rifle_magazine_unload_01`

`rifle_magazine_unload_02`

`rifle_magazine_unload_04`

`rifle_shot_01`

`rifle_shot_02`

`rifle_shot_03`

`rifle_shot_04`


 

#### gunSemiAutomatic
`semiAuto_cock_01`

`semiAuto_cock_02`

`semiAuto_cock_03`

`semiAuto_cock_04`

`semiAuto_cock_05`

`semiAuto_first_shot_01`

`semiAuto_magazine_load_01`

`semiAuto_magazine_load_02`

`semiAuto_magazine_load_03`

`semiAuto_magazine_load_04`

`semiAuto_magazine_load_05`

`semiAuto_magazine_unload_01`

`semiAuto_magazine_unload_02`

`semiAuto_magazine_unload_03`

`semiAuto_magazine_unload_04`

`semiAuto_shot_01`

`semiAuto_shot_02`

`semiAuto_shot_03`

`semiAuto_shot_04`

`semiAuto_shot_05`

`semiAuto_shot_06`

`semiAuto_shot_07`

`semiAuto_shot_08`

`semiAuto_tail_only_shot_01`


 

#### gunShotgun
`shotgun_cock_01`

`shotgun_cock_02`

`shotgun_cock_03`

`shotgun_cock_04`

`shotgun_cock_05`

`shotgun_load_bullet_01`

`shotgun_load_bullet_02`

`shotgun_load_bullet_03`

`shotgun_load_bullet_04`

`shotgun_load_bullet_05`

`shotgun_load_bullet_06`

`shotgun_load_bullet_07`

`shotgun_load_bullet_08`

`shotgun_shot_01`

`shotgun_shot_02`

`shotgun_shot_03`

`shotgun_shot_04`


 

#### gunSubmachineGun
`submachine_cock_01`

`submachine_cock_02`

`submachine_cock_03`

`submachine_cock_04`

`submachine_first_shot_01`

`submachine_magazine_load_01`

`submachine_magazine_load_02`

`submachine_magazine_load_03`

`submachine_magazine_load_04`

`submachine_magazine_unload_01`

`submachine_magazine_unload_02`

`submachine_magazine_unload_03`

`submachine_shot_01`

`submachine_shot_02`

`submachine_shot_03`

`submachine_shot_04`

`submachine_shot_05`

`submachine_shot_06`

`submachine_shot_07`

`submachine_shot_08`

`submachine_shot_09`

`submachine_tail_only_shot_01`


 

#### mob
`bearRoar1`

`bearRoar2`

`bearRoar3`

`bearRoar4`

`bearRoar5`

`catHiss1`

`catHiss2`

`catHiss3`

`catHiss4`

`catHurt1`

`catHurt2`

`catHurt3`

`catMeow1`

`catMeow2`

`catMeow3`

`catMeow4`

`catMeow5`

`cowHurt1`

`cowMoo1`

`cowMoo2`

`cowMoo3`

`croneAttack1`

`croneHurt1`

`croneIdle1`

`deerGrunt1`

`deerHurt1`

`dogBark1`

`dogBark2`

`dogBark3`

`dogGrowl1`

`dogGrowl2`

`dogGrowl3`

`dogHurt1`

`dogHurt2`

`golemGrunt1`

`golemGrunt2`

`gorillaIdle1`

`gorillaIdle2`

`gorillaIdle3`

`gorillaIdle4`

`gorillaRoar1`

`horseHurt1`

`horseHurt2`

`horseIdle1`

`horseIdle2`

`horseIdle3`

`knightGrunt1`

`knightGrunt2`

`knightGrunt3`

`pigHurt1`

`pigHurt2`

`pigHurt3`

`pigOink1`

`pigOink2`

`pigOink3`

`pigOink4`

`pigOink5`

`reaverAttack1`

`reaverAttack2`

`reaverAttack3`

`reaverGrunt1`

`reaverGrunt2`

`reaverGrunt3`

`sheepBaa1`

`sheepBaa2`

`sheepBaa3`

`sheepBaa4`

`sheepHurt1`

`skeletonRattle1`

`skeletonRattle2`

`skeletonRattle3`

`skeletonRattle4`

`stagGrunt1`

`stagHurt1`

`stalkerAttack1`

`stalkerIdle1`

`warperGrunt1`

`warperGrunt2`

`warperGrunt3`

`warperGrunt4`

`warperGrunt5`

`warperPhase1`

`warperPhase2`

`wraithGrunt1`

`wraithGrunt2`

`wraithHurt`

`ZombieGrunt1`

`ZombieGrunt2`

`ZombieGrunt3`

`ZombieHurt1`

`ZombieHurt2`

`ZombieHurt3`

`ZombieHurt4`


 

#### note
`bass`

`bassattack`

`bd`

`bigDrumSwish1`

`bigDrumSwish2`

`bigDrumSwish3`

`drumSwish1`

`drumSwish2`

`harp_pling`

`hat`

`levelup`

`lowDrum1`

`lowDrum2`

`lowDrum3`

`snare`

`sonarBeep`

`trumpetFlare`

`trumpetNote1`

`trumpetNote2`

`trumpetNote3`


 

#### random
`beep`

`bow`

`bucketEmpty1`

`bucketEmpty2`

`bucketEmpty3`

`bucketFill1`

`bucketFill2`

`bucketFill3`

`burp`

`cannonFire1`

`cannonFire2`

`cannonFire3`

`cashRegister`

`chestClose`

`chestOpen`

`doorClose`

`doorClose2`

`doorOpen-bloxd1`

`doorOpen-bloxd2`

`drink`

`eat1`

`equip_leather1`

`exp_collect`

`exp_levelup`

`fallsmall`

`fireBurn`

`firecracker1`

`firecracker2`

`firecracker3`

`firecracker4`

`hoeTill1`

`hoeTill2`

`hoeTill3`

`hoeTill4`

`laugh1`

`laugh2`

`laugh3`

`magicAccent1`

`magicAccent2`

`magicAccent3`

`magicAccent4`

`splash1`

`successfulBowHit`

`trapdoorOpen`


 

#### rpg
`rpgBeltCloth1`

`rpgBeltCloth2`

`rpgBeltHandle1`

`rpgBeltHandle2`

`rpgBookClose`

`rpgBookFlip1`

`rpgBookFlip2`

`rpgBookFlip3`

`rpgBookOpen`

`rpgBookPlace1`

`rpgBookPlace2`

`rpgBookPlace3`

`rpgChop`

`rpgCloth1`

`rpgCloth2`

`rpgCloth3`

`rpgCloth4`

`rpgCreak1`

`rpgCreak2`

`rpgCreak3`

`rpgDoorClose1`

`rpgDoorClose2`

`rpgDoorClose3`

`rpgDoorClose4`

`rpgDoorOpen1`

`rpgDoorOpen2`

`rpgDrawKnife1`

`rpgDrawKnife2`

`rpgDrawKnife3`

`rpgDropLeather`

`rpgFootstep00`

`rpgFootstep01`

`rpgFootstep02`

`rpgFootstep03`

`rpgFootstep04`

`rpgFootstep05`

`rpgFootstep06`

`rpgFootstep07`

`rpgFootstep08`

`rpgFootstep09`

`rpgHandleCoins1`

`rpgHandleCoins2`

`rpgHandleSmallLeather1`

`rpgHandleSmallLeather2`

`rpgKnifeSlice1`

`rpgKnifeSlice2`

`rpgMetalClick`

`rpgMetalLatch`

`rpgMetalPot1`

`rpgMetalPot2`

`rpgMetalPot3`


 

#### step
`hit1`

`hit2`

`hit3`

`step_cloth1`

`step_cloth2`

`step_cloth3`

`step_cloth4`

`step_grass1`

`step_grass2`

`step_grass3`

`step_grass4`

`step_grass5`

`step_gravel1`

`step_gravel2`

`step_gravel3`

`step_gravel4`

`step_sand2`

`step_sand3`

`step_sand4`

`step_sand5`

`step_snow1`

`step_snow2`

`step_snow3`

`step_snow4`

`step_stone1`

`step_stone2`

`step_stone3`

`step_stone4`

`step_stone5`

`step_stone6`

`step_wood1`

`step_wood2`

`step_wood3`

`step_wood4`

`step_wood5`

`step_wood6`

`sweep6`


 

#### survivalFactory
`rocketEngineLoop`


---

## Music

Music tracks are longer audio for background ambiance. Use the `setClientOption` API method with the `"music"` option.

### API Usage

```ts
// Play a song for a specific player
api.setClientOption(playerId, "music", "Adigold - Dreamless Sleep")

// Stop the current song
api.setClientOption(playerId, "music", null)
```

**Note:** Unlike sound effects, songs are played via client options, not the `playSound` API. Only one song plays at a time per player; setting a new song replaces the current one.

### Available Songs (45 total)

| Song Name | Duration |
|-----------|----------|
| `Adigold - A Place To Be Free` | 2:11 |
| `Adigold - Butterfly Effect` | 1:24 |
| `Adigold - Dreamless Sleep` | 1:58 |
| `Adigold - Frozen Pulse` | 1:39 |
| `Adigold - Frozen Skies` | 2:45 |
| `Adigold - Healing Thoughts` | 1:59 |
| `Adigold - Here Forever` | 2:43 |
| `Adigold - Just a Little Hope` | 1:48 |
| `Adigold - Just Like Heaven` | 1:22 |
| `Adigold - Memories Remain` | 2:06 |
| `Adigold - Place To Be` | 2:36 |
| `Adigold - The Riverside` | 2:28 |
| `Adigold - The Wonder` | 2:09 |
| `Adigold - Vetrar (Cut B)` | 1:30 |
| `Awkward Comedy Quirky` | 0:29 |
| `battle-ship-111902` | 1:26 |
| `cdk-Silence-Await` | 3:18 |
| `corsairs-studiokolomna-main-version-23542-02-33` | 2:34 |
| `ghost-Reverie-small-theme` | 0:41 |
| `happy` | 3:01 |
| `Heroic-Demise-New` | 5:02 |
| `I-am-the-Sea-The-Room-4` | 3:21 |
| `Juhani Junkala [Retro Game Music Pack] Ending` | 0:44 |
| `Juhani Junkala [Retro Game Music Pack] Level 1` | 1:14 |
| `Juhani Junkala [Retro Game Music Pack] Level 2` | 1:12 |
| `Juhani Junkala [Retro Game Music Pack] Level 3` | 1:21 |
| `Juhani Junkala [Retro Game Music Pack] Title Screen` | 0:11 |
| `LonePeakMusic-Highway-1` | 2:27 |
| `Mojo Productions - Pirates` | 1:54 |
| `Mojo Productions - Sneaky Jazz` | 1:43 |
| `Mojo Productions - The Sneaky` | 1:50 |
| `Mojo Productions - The Sneaky Jazz` | 2:20 |
| `progress` | 2:34 |
| `raise-the-sails-152124` | 1:44 |
| `ramblinglibrarian-I-Have-Often-T` | 3:42 |
| `Slow-Motion-Bensound` | 3:27 |
| `snowflake-Ethereal-Space` | 1:16 |
| `the-epic-adventure-131399` | 2:01 |
| `TownTheme` | 1:37 |
| `The Suspense Ambient` | 1:59 |
| `Epic1` | 2:16 |
| `Epic2` | 2:23 |
| `Emotional Epic` | 1:52 |
| `Enemy Marked` | 1:29 |
| `spooky` | 2:07 |
