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Audio folder

all the sound related content

Table of contents

  1. Copyrighted music pieces
  2. File size
  3. Audio pieces (Ambience/Music)
    1. Difference between ambience and music
    2. Adding an audio piece (with Worldsmith)
    3. Replacing or removing an audio piece
    4. Adding an audio piece on a screen
    5. Steps (without Worldsmith)
  4. Event music
    1. Adding/replacing/removing an event music
    2. Steps (without Worldsmith)
  5. Ending music
    1. Adding/replacing/removing an ending music
    2. Steps (without Worldsmith)
  6. Next up

Copyrighted music pieces

If a copyright holder of a song/asset asks us to remove the copyrighted material due to not having a proper license for usage, your item will be removed from the Workshop for copyright infringement. Only by replacing the copyrighted material or by acquiring the proper license/permission for its usage, the item can be reuploaded on the Workshop. If the user is found reuplading copyrighted content, it is subject to a Workshop ban.

File size

Music and ambience sounds tend to be the most heavy files in Jump King. Make sure you compress your music/audio enough so the level once compressed doesn’t have file size that’s too large! It’s recommended that you try to keep the final mods folder below 1GB. The average map size is around 750-800 MB.

Audio pieces (Ambience/Music)

Difference between ambience and music

All ambience can be all background sounds (bonfire, birds, rain or wind sounds).
Music is a soundtrack on a different layer.

Adding an audio piece (with Worldsmith)

  1. Navigate to the Content Manager page.

    Content Manager

  2. Scroll until you find an header “Audio files”.
  3. Click on the Import audio files button found on the right side. A prompt will show up asking the necessary information for your audio file. The following image is how it should look like.

    Import audio files

  4. Select the appropriate type for your audio file and write a name of your audio file that you can identify later.
  5. Click on Select audio.
  6. A new prompt will show up asking to you select an audio file.

    Add audio

  7. After selecting your file, click Open.
  8. After clicking Add audio, you should see your audio piece below “Audio files”.

    Audio successfully added

Replacing or removing an audio piece

Replacing and removing an audio piece have not been yet implemented inside Worldsmith. If you’d like to replace or remove them, consider looking out the Steps (without Worldsmith).

Adding an audio piece on a screen

  1. Navigate to the Screens page.
  2. Right-click onto the canvas on the left side of your screen (where you have your level preview) and select Add on screen…, then Sound.

    Sound right click

  3. Once clicked, a prompt will ask you to select an audio piece. After choosing an audio piece, you can decide to higher or lower the volume of the piece.

    Sound details

  4. Once done tinkering with the audio settings, click Add.
    Your audio piece should appear on the right sidebar like so.

    Sound added successfully

Steps (without Worldsmith)

To differentiate music from ambience, Jump King uses a special tag called AmbienceInfo that you will need to create. You can still add ambience pieces in the AmbienceInfo tag if you want to use the restart, fade-in or fade-out option but it will need to have its own type value to differentiate.

Adding music or ambience

  1. Convert your audio file into a packed XNB file making sure it isn’t too big (usually a song shouldn’t go over 45-50 MB).
  2. Place your packed file in audio/background.

    File

  3. Navigate into the data folder and open the values.xml file.

    Folder

  4. If you are adding a generic ambience (doesn’t need fade-in/out), you can skip to the next steps.
  5. Copy the following snippet:
    <AmbienceInfo>
     <name>YOUR_AUDIO_FILENAME</name>
     <type>Music</type>
    </AmbienceInfo>
    
  6. In a new line after the opening tag of special_info, paste the snippet.
  7. Replace YOUR_AUDIO_FILENAME with the filename of the audio file.

    Basic

  8. Being a song, you should leave the type as Music, otherwise use Ambience. API Reference.

    If you want the audio to stop and play from the start again once returned to the screens where it is added, add the following snippet below your type tag:

         <restart>true</restart>
    

    If you want to have fade in and/or fade out effect add the following snippet(s) below your type tag and replace YOUR_FADE_OUT_SECONDS and YOUR_FADE_IN_SECONDS with your customized values (4 seconds is usually recommended).

         <fade_out_length>YOUR_FADE_OUT_SECONDS</fade_out_length>
         <fade_in_length>YOUR_FADE_IN_SECONDS</fade_in_length>
    

    Completed

After having added references to your sound files in the Jump King properties you can now add it to the first screen (or any screen).

  1. Copy the following snippet:
     <AmbienceSave>
       <ambience>
         <Ambience>
           <name>YOUR_MUSIC_FILENAME</name>
           <volume>0.85</volume>
         </Ambience>
       </ambience>
       <screens>1</screens>
     </AmbienceSave>
    
  2. Find the sections tag and paste the snippet right after it’s opening tag on a new line.
  3. Replace YOUR_MUSIC_FILENAME with the filename of your packed music file.
  4. Change the value of the volume, if the music in-game it’s too quiet or loud.

    The minimum value for the volume is 0 and the maximum value is 1, but all the values in between works. The game is known to crash if the volume is higher than 1.

  5. Change the screens value to how many screens you want to have the audio settings above.

    The <screens> tag doesnt work with the name logic of the screen number. This is precisely made to avoid mixmatches. From the first <AmbienceSave> it keeps the <screens> number counting. So if you have two AmbienceSaves where the first one has screens with a value of 5 and the second has a value of 2, you would have done already 7 screens of music.

    Logic

  6. You can add as many Ambience tags as you wish in a AmbienceSave, below a line of ambience tag of your wanted AmbienceSave add the following snippet:
     <Ambience>
       <name>YOUR_MUSIC_FILENAME</name>
       <volume>0.85</volume>
     </Ambience>
    

    Multiple

Replacing music or ambience

To replace your musical piece’s audio (if it has the same name), you need to replace the packed audio file found in audio/background.

If your file has a different name, you will need to:

  1. Move your new audio packed XNB file in audio/background.
  2. Delete the old audio file.
  3. Navigate to data and open values.xml.
  4. Replace all the references to the old filename with your new filename.

Removing music or ambience

  1. Navigate to audio/background/data and open values.xml.
  2. Remove the AmbienceInfo and all Ambiences that contains the name that equals to the audio you want to remove.
  3. And finally, remove the file in audio/background.

Event music

The event music is music that can be triggered and get triggered once, such as the sound on the last babe screen, the gargoyles in Ghost of the Babe, or the lightning sound in New Babe Plus.

Adding/replacing/removing an event music

Adding, replacing and removing an event music have not been yet implemented inside Worldsmith. If you’d like to add, replace or remove them, consider looking out the Steps (without Worldsmith).

Steps (without Worldsmith)

Adding an event music

To add an event music:

  1. Convert your event music into a packed XNB file.
  2. Place your file inside audio/music/event_music.
  3. Open the events.xml file in the same folder.
  4. Copy the following snippet:
     <Event>
       <screen>YOUR_SCREEN_NUMBER</screen>
       <song_name>YOUR_EVENT_MUSIC_NAME</song_name>
     </Event>
    
  5. Paste the snippet a line after the starting tag of events.
  6. Replace YOUR_SCREEN_NUMBER with the screen number where you want the event music to trigger.
  7. Replace YOUR_EVENT_MUSIC_NAME with the name of your packed event music filename.

Replacing an event music

If you want to replace an existing event music’s position, you will need to:

  1. Open the events.xml file in the audio/music/event_music folder.
  2. Change the current event music position to your new screen value.

If you want to replace an existing event music’s song, you will need to:

  1. Convert your event music into a packed XNB file.
  2. Place your file inside audio/music/event_music.
  3. If it already exists, override it and you are done otherwise
  4. Open the events.xml file in the same folder.
  5. Replace the old song_name value of your event with the new filename.

Removing an ending music

To remove an event music:

  1. Write down the screen where your event music played.
  2. Navigate to audio/music/event_music and open events.xml.
  3. Delete the whole Event tag where screen equals to your screen.

Ending music

The ending music is the audio played once the the player has beaten the game (reached the Babe). Depending on it’s name, you can change the different babes ending music.

BabeNamefile
First babeending
Second babeending2
Third babeending3

Adding/replacing/removing an ending music

Adding, replacing and removing an ending music have not been yet implemented inside Worldsmith. If you’d like to add, replace or remove them, consider looking out the Steps (without Worldsmith).

Steps (without Worldsmith)

Adding/replacing an ending music

In order to add it:

  1. Convert a sound file into XNB format.
  2. Move the file inside audio/music.
  3. Name it depending on your babe.

    If the file already exists, override it.

Removing an ending music

You can only remove the second and third babe ending music, for the first ending, you will need to manually paste the original ending music from the gamefiles (can be found in Jump King/Content/audio/music/ending.xnb).

Next up

You have gone through all steps for level making. If you want suggestions from the community, read Tips & Tricks. For publishing a finished level, go to Publishing.