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D1 - Audio
Updated 2 weeks agoAudio
Audio · for creators. Swap a sound effect or a music track. Find the clip name in the Dev Hub, drop a file named to match, hear it. Same shape as every other pack — find the name, place the file.
You'll be able to: replace SFX, music, and one-shot vocals; pick the right format; find clip names from the live play log; and avoid the two quirks that catch first-time audio creators.
Before you start: Module A. No DAW required — any tool that exports OGG/WAV is enough.
What you can replace
- Sound effects — hit sounds, footsteps, UI clicks (one-shots)
- Music — looping background tracks
- Vocal one-shots — combat grunts and the like
Formats
| Format | Use it for | Notes |
|---|---|---|
| OGG Vorbis | music (and anything) | best all-rounder; supports loop tags |
| WAV | short SFX | large files, but fine when they're brief |
| MP3 | acceptable | occasional seek quirks on loops |
| AIFF | acceptable | less common |
For looping music, OGG with proper loop start/end tags is the most reliable — other formats may play but won't always loop cleanly.
The path
Sounds/{ClipName}.{ext}
The clip name (no extension) must match the in-game audio clip name exactly. That name comes from the Dev Hub, same as sprites — you look it up, you don't guess it.
Finding clip names
- Dev Hub → Audio. Left pane: a searchable browser of every clip currently in memory. Right pane: a live play log that updates in real time as sounds fire.
- Click a clip name in either pane to copy it.
Which pane to use:
- SFX → the live log is fastest. Trigger the sound in-game (do the attack, click the button), watch it appear, copy the name.
- Music → the browser is better. Search by name (e.g.
title).
Worked example — replace the title music
- Audio tab → search
title, find the title-screen clip (read the exact name off the browser). - Export your track as OGG with loop tags set.
- Place it at
Sounds/{that name}.oggin your pack. - Hit Apply in the Pack Manager (or relaunch). The title theme changes.
The two quirks worth knowing
- First play may be vanilla — once. The first time a replaced one-shot fires right after a pack loads, you might hear the original, because Stitchwork loads the replacement in the background and that first trigger can beat the load. Stitchwork primes replacements on every scene load to shrink this window, and every play after the first uses your file. If it matters for an impactful sting, pre-trigger the sound once (walk past its trigger, open the menu) so the cache is warm. If you hear vanilla past the first trigger, that's a bug worth reporting.
- Music does a clean stop-restart on swap. When a pack changes the music mid-playback, you'll hear a brief stop-and-restart so the new track begins properly. That's intentional — looped audio would otherwise keep playing the old buffer until its next loop point, which could be minutes away on a long track.
And one sizing note: if your replacement track is shorter than the original, it loops more often. Want the same cadence? Match the vanilla length and loop boundaries.
You can now replace any sound or track, source clip names from the live log, and ship audio that loops cleanly. Next: Distributing Your Pack to share it — or Text & Dialogue if your pack speaks as well as sounds.
Pages
- A-0 Wikis
- A1 - Getting Started
- A2 - Installing Packs
- A3 - The Pack Manager
- A4 - How Stitchwork Works
- A5 - When Something Looks Wrong
- AEx1 - Conditional Activation
- B0 - Choosing a Workflow
- B1 - Starting a Skin Pack
- B2 - Finding Any Sprite
- B3 - Porting Prior Work — Spritesheets & CKC
- B4 - Texture2D (T2D) Sprites
- B5 - Bigger Art — Anchors
- B6 - Animation Canvas Workflow
- B7 - Sprite Paths Reference
- B8 - The Animation Controller
- BEx1 - Reused frames — one sprite, many animations
- BEx2 - Instance-specific paths — same name, different art
- BEx3 - Appliqué: Per-Clip Art
- C1 - Text & Dialogue
- D1 - Audio
- E1 - Video
- F1 - Priority & Conflicts
- F2 - Distributing Your Pack
- G1 - Dumping & Full Dump
- G2 - Companion Mods
- G3 - Hotkeys
- G4 - Pack Folder Structure
- G5 - Testing With Savestates (DebugMod)
- G6 - Troubleshooting