WIKI

Mod

Replacing music and sound effects

Le guide ai mod sono in inglese, come vengono distribuite con il gioco.

A mod swaps any of the game's music tracks and sound effects by shipping its own audio and a sounds.json beside mod.json:

my_mod/
├── mod.json
├── sounds.json
└── audio/
    ├── menu.ogg
    └── place.wav
{
  "version": 1,
  "sfx": {
    "tower_place": "audio/place.wav"
  },
  "music": {
    "res://Assets/Sounds/Music/torreta_menu.ogg": "audio/menu.ogg"
  }
}

Both sections are optional, and so is every key inside them: anything the pack does not name keeps the shipped file. A pack that only replaces the menu track is a complete, valid pack.

Keys

sfx uses the game's own effect names:

tower_place, tower_sell, tower_upgrade, assembly_lock, factory_build, wave_start, wave_complete, game_over, base_damage, ui_click, ui_hover, ui_back, ui_denied, enemy_death, worm_eat, ambience_wind, ambience_rain, ambience_sand, ambience_thunder, ambience_puddles (rain on standing water heard from the overview), ambience_puddles_near (single drops on water, heard as the camera closes in)

music uses the stock track's own resource path. The current set is the menu theme, the gameplay themes per difficulty, and two variants for each boss type (ground, flyer, shield) under res://Assets/Sounds/Music/. A key the game does not know is refused with the list of the valid ones, and the rest of the pack still loads -- a typo costs you that one file, not the mod.

Files

.wav, .ogg and .mp3, up to 32 MiB each, at a path relative to the mod folder. They are read raw at startup, exactly as authored: the engine importer never touches them, so what you export is what plays. Music is set to loop and effects are not, whatever the file's own flags say. The wind, rain and sand ambience stems are looped by the live run; thunder is a one-shot. Use seamless stereo recordings for ambient replacements. All four follow Sound Effects volume, pause and replay muting, and preload with the normal sound library.

Replacing audio follows the same restart-only rule as the rest of the mod stack, and the files count toward the mod signature that multiplayer compares.

Verified by Scenes/Maps/som_mods_check.tscn, which writes a pack into an isolated profile and follows it through to the two autoloads that play it.

Environmental mix

The weather data accepts weather.audio.enabled (default true) and weather.audio.gain_db (default 0, clamped to -24…6 dB). These adjust the environmental bed independently of weapon sources. Rain and grit follow the actual storm envelope and wind; the same night lightning events schedule delayed thunder. No additional weather events or gameplay RNG are introduced.