Audio triggers
Every audio trigger of Kingdom Come: Deliverance II - 15162 triggers from the game’s Libs/GameAudio/*.xml, one page
per set (the cinematics set is the story’s own lines and cues; world, combat, foleys, animals, voices hold the
everyday sounds). A trigger is a name the game’s audio system plays an event for: lightning, c_neck_snap, male_spit.
PlaySound(trigger, x, y, z [, seconds, world]) (Lua, C#)
plays one at a point for everyone within [effects] range; freeroam’s /sfx <trigger> tries one. A name the game does not know
only warns in the clients’ logs.
| Page | Entries |
|---|---|
| ? | 8 |
| animals | 169 |
| cinematics (1/6: C) | 2137 |
| cinematics (2/6: C) | 2137 |
| cinematics (3/6: C) | 2137 |
| cinematics (4/6: C) | 2137 |
| cinematics (5/6: C) | 2137 |
| cinematics (6/6: C-T) | 2136 |
| combat | 291 |
| default_controls | 20 |
| dialog | 1 |
| foleys | 689 |
| footsteps | 161 |
| hoofsteps | 106 |
| music | 8 |
| music_blacksmith | 20 |
| music_cutscenes | 1 |
| quests | 278 |
| special | 96 |
| test | 12 |
| ui | 159 |
| voices | 83 |
| world | 239 |
