These sounds are hardcoded in the engine so can be only replaced entirely or silenced (and perhaps an alternative played in it's place).
It's also useful to maybe use some of these - eg the trap set off sound - for some custom cases using PlaySound.
GUI Sounds
These are 2D effects in the 2D/3D Bias option.
Sound Effect File name | Usage | Description and Notes |
---|---|---|
gui_button.wav | Button clicked | GUI button clicked (eg: selecting your gender in the character creation) |
gui_check.wav | Checkbox - like options menu or similar | |
gui_journaladd.wav | New Journal Entry | Triggered by AddJournalQuestEntry when no quest exists yet |
gui_levelup.wav | Levelup is achieved | Played when you have a levelup available |
gui_magbag_full.wav | Something is put into a magic bag when there is no space | |
gui_nowalk.wav | Pathfinding fails going to a selected map point | |
gui_picklockfail.wav | Picking a lock resulting in failure | |
gui_picklockopen.wav | Picking a lock successfully and the lock opens | Note a very similar SFX to picklockfail. |
gui_prompt.wav | Prompt popup | EG: entering a password or when adding a chat command to the hotbar and a text box pops up |
gui_quest_done.wav | Journal entry is marked as completed | Triggered by AddJournalQuestEntry when a quest is "done" or "complete" - whether failed or succeeded |
gui_quick_add.wav | Dragging an icon to the quickbar | |
gui_quick_erase.wav | Removing an icon from the quickbar and I think the spell book | |
gui_radial_open.wav | Right click radial menu opening | |
gui_radial_slect.wav | Right click radial menu selecting an item | |
gui_scroll.wav | Scrolling a page | |
gui_select.wav | Selecting something which isn't a button | |
gui_spell_mem.wav | Memorising a spell in the spell book | |
gui_traparm.wav | Trap is armed | |
gui_trapdisarm.wav | Trap is disarmed | No "Failure to disarm" sounds since failing to disarm tends to set it off (if in combat). |
gui_trapsetoff.wav | Trap is set off | Like a pressure plate being stepped on. Only for the player who set it off I think? Maybe plays if a henchmen does for the master PC? Not sure. Anyway main trap sounds should be area-wide general ones from the trap scripts. |