Help: #SOUND and Custom Sounds#SOUND is the NukeFire Client's general managed-audio command. It
works independently of server Reader mode, Reader Workspace, external
screen-reader mode, and NukeFire Self-Voice.
The leading # matters: these are local NukeFire Client commands,
not game-server commands.
Status, Discovery, and Playback#SOUND#SOUND {STATUS}#SOUND {LIST}#SOUND {LIST} {custom}#SOUND {SEARCH} {stairs}#SOUND {SHOW} {custom.stairs}#SOUND {custom.stairs}#SOUND {TEST} {custom.stairs}#SOUND {STOP}#SOUND {STOP} {MUSIC}LIST, SEARCH, and SHOW retain their normal discovery
behavior. Playing an event and TEST use the same managed playback
path. STOP MUSIC stops only managed music; STOP stops all
managed client audio.
Create or Change a Custom Sound#SOUND {ADD} {custom.name}#SOUND {ASSIGN} {custom.name}#SOUND {SHOW} {custom.name}#SOUND {TEST} {custom.name}#SOUND {CLEAR} {custom.name}#SOUND {DELETE} {custom.name}ADD is the quickest normal workflow. It creates or reuses the
editable Personal Sounds pack, adds the bounded custom.* event,
and immediately opens the protected operating-system audio chooser.
Choosing a file or cancelling returns keyboard focus to command input.
ASSIGN opens the same protected chooser to add or replace audio.
A missing valid custom.* event receives the same convenient
create-and-assign treatment. No command accepts a filename, raw path,
URL, shell command, or Web Audio code.
CLEAR removes only that event's audio assignment and leaves the
valid custom event available. It does not remove a shared archived
audio asset while another event still uses it.
DELETE removes only a player-created custom.* event from the
active editable pack. It cannot delete built-in or server semantic
event definitions.
Complete Example#SOUND {ADD} {custom.vpunch}#SOUND {custom.vpunch}#ACTION {struck from behind by a shadowy fist} { #SOUND {custom.vpunch}}
After ADD, choose the WAV, MP3, OGG, or M4A file in the normal
chooser. The client copies it into the editable .nfsp soundpack,
so the original source file may later move or be removed.
Custom Event Rules
Custom event names are stored in lowercase, begin with custom.,
are limited to 80 characters, and use letters, numbers, dots,
underscores, or hyphens in the established bounded form. Personal
soundpacks support up to 2,500 custom event allocations.
Use custom.music.* names for longer tracks. Starting one managed
music event replaces the prior managed music track without stopping
ordinary sound effects.
SafetyADD, ASSIGN, CLEAR, and DELETE must be typed directly
by the player. Actions, aliases, functions, timers, and Lua may play
managed sound events, but cannot open the chooser or silently change a
soundpack.
Preferences -> Audio -> Soundpack Editor remains an optional visual
editor for the same underlying soundpack and audio state.
Related CR Commandscr audio status - Master managed-audio state.
cr sound status - Communication notification gates.
cr soundpack status - Active soundpack state.
cr soundpack events - Browse semantic sound events.
See Also: cr, sr, #action, output