A sound pack can be installed in the data/sound directory. data/sound/soundset.json contains a list of sound effects in the following format. { "sound_effects" : [ { "id" : "", "variant" : "", "volume" : , "file" : "" }, ... ] } Each sound effect is identified by an id and a variant. If a sound effect is played with a variant that does not exist in the soundset.json file, but a variant "default" exists, then the "default" variant is played instead. The file name of the sound effect is relative to the data/sound directory, so if the file name is set to "sfx.wav", the file must be placed at `data/sound/sfx.wav`. A full list of sound effect id's and variants is given in the following. Each line in the list has the following format: id variant1|variant2 Where id describes the id of the sound effect, and a list of variants separated by | follows. When the variants are omitted, the variant "default" is assumed. Where the variants do not represent literal strings, but variables, they will be enclosed in < >. For instance, is a placeholder for any valid furniture ID (as in the furniture definition JSON). footstep default|light|clumsy|bionic explosion default|small|huge open_door | close_door | bash default smash wall|door|door_boarded|glass melee_hit # note: use weapon id "null" for unarmed attacks fire_gun reload