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File "sounds.xml"⚓︎

This file is used to store informations about the Soundeffect used in the game.

old tutorial: https://www.reddit.com/r/themoddingofisaac/comments/3ebqat/all_about_music_soundfiles/

Resource-Folder: Placing this file in your mods "resource" folder will replace the original file.

Content-Folder: Placing this file in your mods "content" folder will add new sound effects.

"sound" node⚓︎

Variable-Name Possible Values Description
name string Name of the Sound effect

"sample" node⚓︎

Child-node of the "sound" node. Multiple "sample" nodes can be added to a "sound" node, resulting in a random selection of them when playing.

Variable-Name Possible Values Description
weight float Weight of the sound-effect when choosen by random.
Lower number = less likely
path string filepath to the .wav file

Informations⚓︎

Its only possible to define ".wav" files as sound effects. The file must be encoded in 32-bit, otherwise it will sound like high-pitched static noise. The Bitrate and audio-channel options can be choosen freely.

File Conversions⚓︎

For an easy conversion from any audio-format to the needed ".wav" format, you can use a lot of software tools for editing sound files.

As an online alternative, you can also use websites like: https://convertio.co/mp3-wav/ . Make sure you save the files as 32-bit (example Codec: "PCM_S16LE (Uncompressed)")

Example⚓︎

Example Code

This code adds two sound effects. One with a single sound, and another one with 3 possible sounds choosen by random.

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<sounds root="sounds/">
    <sound name="MySoundEffect1">
        <sample weight="1" path="some_Sound_file.wav" />
    </sound>
    <sound name="MySoundEffect2">
        <sample weight="1" path="sound_effect_variation_1.wav"/>
        <sample weight="1" path="sound_effect_variation_2.wav"/>
        <sample weight="1" path="sound_effect_variation_3.wav"/>
    </sound>
</sounds>

Last update: September 15, 2022