1. Encountering issues with the Localization/Translations with 1.3.5? Please report them via the section linked below so that we can account for all of them and have them addressed. Thanks! Localization Bugs & Issues Section

tAPI Dust and Sound Catalogue

Discussion in 'Released' started by Flashkirby99, May 10, 2015.

  1. Flashkirby99

    Flashkirby99 Skeletron

    [​IMG] Dust & Sound [​IMG]

    But while you're here why not visit the tModLoader one as well?

    [​IMG]
    Some of you may remember the super useful Dust and Sound Catalog Mod by Romulan Paladin as well as this and that, back in the tConfig days, and if you're anything like me, the only dust type you can remember is the ever useful number 6 (which is a generic fire particle, by the way). So this is a similar mod for tAPI which has quite a few more interesting dust types, such as fireworks! Additionally there are a whole bunch of new sounds that took some code digging to find their usage, and they are also available in catalogue form. See book tooltips for details.

    Download Here.
    Reminder: You don't need this mod to use any of the dusts and sounds, it only shows you what's already in the game.

    For dusts, once you have the type, you need to spawn the particles in code using:
    Code:
    Dust.NewDust(Vector2 Position, int Width, int Height, int Type, float SpeedX = 0f, float SpeedY = 0f, int Alpha = 0, Color newColor = default(Color), float Scale = 1f)
    
    //or one of the various alternatives, whichever is more appropriate, found in Dust.cs
    Dust.NewDust(Vector2 Position, Vector2 Size, int Type, Vector2 Velocity = default(Vector2), int Alpha = 0, Color newColor = default(Color), float Scale = 1f)
    Dust.NewDust(Rectangle rect, int Type, Vector2 Velocity = default(Vector2), int Alpha = 0, Color newColor = default(Color), float Scale = 1f)
    
    The NewDust method returns the index value of the dust you just created, which you can reference using Main.dust[indexNumber]. In code it would look something like this:
    Code:
    //say you wanted to add particles that stay mostly still to leave a trail behind a projectile
    int num1 = Dust.NewDust(
             projectile.position,
             projectile.width,
             projectile.height,
             6, //lazy number 6 for fire particles
             projectile.velocity.X,
             projectile.velocity.Y,
             100f, //alpha goes from 0 to 255
             default(Color),
             1f
             );
    
    Main.dust[num1].noGravity = true;
    Main.dust[num1].velocity *= 0.1f;
    
    For sounds, once you have the type, you can put it in the .json under "useSound": insertItemSoundidHere, which only uses sounds from sound effect 2 (and its styles). Alternatively, if you want it in code you use:
    Code:
    PlaySound(int type, int x = -1, int y = -1, int Style = 1)
    
    //but if you really need to, there are other method signatures that do various things, found in Main.cs
    PlaySound(SoundEffect effect, float X = -1f, float Y = -1f, bool useInstance = false, Main.ShouldPlayDelegate shouldPlayDel = null, float panMod = float.NaN, float volumeMod = float.NaN, float pitchMod = float.NaN)
    PlaySound(SoundEffect effect, float X, float Y, bool useInstance, float panMod, float volumeMod, float pitchMod)
    PlaySound(SoundEffect effect, float X, float Y, bool useInstance, Main.ShouldPlayDelegate shouldPlayDel)
    PlaySound(string name, float X = -1f, float Y = -1f, bool useInstance = false, Main.ShouldPlayDelegate shouldPlayDel = null, float panMod = float.NaN, float volumeMod = float.NaN, float pitchMod = float.NaN)
    PlaySound(string name, float X, float Y, bool useInstance, float panMod, float volumeMod, float pitchMod)
    PlaySound(string name, float X, float Y, bool useInstance, Main.ShouldPlayDelegate shouldPlayDel)
    
    Note: The method PlaySound returns a SoundEffectInstance, but as of yet I haven't had to use it so most likely neither do you :D
    So in practice the the code for playing a sound looks something like this:
    Code:
    Main.PlaySound(effectNumber, (int)p.position.X, (int)p.position.Y, styleNumber);
    

    (!) and (.) indicate dusts that emit light and dusts that just glow, respectively

    0: brown dirt
    1: grey stone
    2: thick green grass
    3: thin green grass
    4: grey pebbles
    5: red blood
    6: (!)orange fire, emits orange light !WARNING: Ignores Y velocity
    7: brown wood
    8: purple gems
    9: orange gems
    10: yellow gems
    11: white gems
    12: red gems
    13: cyan gems
    14: purple corruption particle with no gravity
    15: (!)white amd blue magic fx, emits pale blue light
    16: bluish white clouds like hermes boots
    17: thin grey material
    18: thin sickly green material
    19: thin yellow material
    20: (!)white lingering, emits cyan light
    21: (!)purple lingering, emits purple light
    22: brown material
    23: orange material
    24: thin brown material
    25: copper
    26: iron
    27: (!)purple fx, emits bright purple light
    28: dull copper
    29: (!)dark blue, emits pale pink light !WARNING: Ignores Y velocity
    30: silver material
    31: yellowish white cloud material
    32: yellow sand
    33: water, highly transparent
    34:
    35: (!)red fx, emits red light !WARNING: Ignores Y velocity, behaves unexpectedly with gravity enabled
    36: muddy pale material
    37: dark grey material
    38: muddy brown material
    39: bright green jungle grass
    40: bright green thin grass
    41: (!)dark blue wandering circles, emits bright cyan light !WARNING: Ignores all velocity
    42: thin teal material
    43:
    44: (!)bright green spores that lingers for a while, emits light green light
    45: (!)light blue circles, emits purple light
    46: green material with no gravity
    47: thin cyan grass
    48: cobalt
    49: mithril
    50: adamantite
    51: snow
    52: pink water, highly transparent
    53: grey material
    54: black material
    55: (!)bright orange thick fx, emits yellow light
    56: (!)cyan fx, emits pale blue light
    57: (!)small yellow hallowed fx, emis yellow light
    58: (!)hot and pale pink magic fx, emits pink light
    59: (!)blue torch, emits pure blue light !WARNING: Ignores Y velocity
    60: (!)red torch, emits pure red light !WARNING: Ignores Y velocity
    61: (!)green torch, emits pure green light !WARNING: Ignores Y velocity
    62: (!)purple torch, emits purple light !WARNING: Ignores Y velocity
    63: (!)white torch, emits bright white light !WARNING: Ignores Y velocity
    64: (!)yellow torch, emits deep yellow light !WARNING: Ignores Y velocity
    65: (!)demon torch, emits pulsating pink/purple light !WARNING: Ignores Y velocity
    66: (!)White transparent !WARNING: Possibly undesirable behaviour when gravity is enabled
    67: (!)cyan ice crystals, emits cyan light
    68: (.)dark cyan ice crystals, emits very faint blue light, glows in disabled gravity
    69: thin pink material
    70: (.)thin transparent purple material, emits faint purple light, glows in disabled gravity
    71: (!)transparent pink fx, emits faint pink light
    72: (!)solid pink fx, emits faint pink light
    73: (!)solid bright pink fx, emits pink light
    74: (!)solid bright green fx, emits green light
    75: (!)green cursed torch !WARNING: Ignores Y velocity
    76: snowfall, lasts a long time
    77: thin grey material
    78: thin copper material
    79: thin yellow material
    80: ice block material
    81: iron material
    82: silty material
    83: sickly green material
    84: bluish grey material
    85: thin sandy materiial
    86: (!)transparent pink material, emits pink light
    87: (!)transparent yellow material, emits yellow light
    88: (!)transparent blue material, emits blue light
    89: (!)transparent green material, emits green light
    90: (!)transparent red material, emits red light
    91: (!)transparent white material, emits white light
    92: (!)transparent cyan material, emits cyan light
    93: thin dark green grass
    94: thin pale dark green grass
    95: thin dark red grass
    96: thin blackish green grass
    97: thin dark red grass
    98: purple water, highly transparent
    99: cyan water, highly transparent
    100: pink water, highly transparent
    101: cyan water, highly transparent
    102: orange water, highly transparent
    103: dark blue water, highly transparent
    104: hot pink water, highly transparent
    105: red water, highly transparent
    106: (.)transparent red/green/blue material, glows in the dark
    107: (!)short green powder, emits green light
    108: light pale purple round material
    109: black material
    110: (.)bright green bubbles, emits very faint green light
    111: (.)bright cyan bubbles, emits very faint cyan light
    112: (.)bright pink bubbles, emits very faint pink light
    113: (.)blue ice crystals, glows in the dark
    114: (.)bright pink/yellow bubbles, emits very faint pink light
    115: red grass
    116: blueish green grass
    117: red grass
    118: purple gems
    119: pink gems
    120: pale pink gems
    121: thin grey material
    122: thin iron material
    123: hot pink bubble material
    124: yellowish white bubbles
    125: thin red material
    126: thin grey material
    127: (!)reddish orange fire, emits orange light
    128: green gems
    129: thin brown material
    130: (!)trailing red falling fireworks, emits red light
    131: (!)trailing green rising fireworks, emits green light
    132: (!)trailing cyan falling fireworks, emits cyan light
    133: (!)trailing yellow falling fireworks, emits cyan light
    134: trailing pink falling fireworks
    135: (!)cyan ice torch, emits cyan light !WARNING: Ignores Y velocity
    136: red material
    137: bright blue/cyan material
    138: bright orange/brown material
    139: cyan confetti
    140: green confetti
    141: pink confetti
    142: yellow confetti
    143: light grey stone
    144: vivid copper stone
    145: pink stone
    146: green/brown material mix
    147: orange material
    148: desaturated red material
    149: white material
    150: black/yellow/bluishwhite material
    151: thin white material
    152: (!)bright orange bubbles !WARNING: Doesn't appear in gravity
    153: bright orange bubble material
    154: pale blue thin material
    155: thin dark brown material
    156: (!)bright blue/white bubble material, emits pale blue light
    157: (.)thin green fx, glows in the dark
    158: (!)orange fire, emits orange light !WARNING: Ignores Y velocity
    159: (!)flickering yellow fx, emits yellow light !WARNING: Possibly undesirable behaviour when gravity is disabled
    160: (!)shortlived cyan fx, emits bright cyan light
    161: cyan material
    162: (!)shortlived orange fx, emits bright orange light
    163: (.)bright green thin material, glows in the dark
    164: (!)flickering pink fx, emits hot pink light !WARNING: Possibly undesirable behaviour when gravity is disabled
    165: white/blue bubble material
    166: thin bright pink material
    167: thin green material
    168: !bright pink bubbles !WARNING: Possibly undesirable behaviour when gravity is enabled
    169: (!)yellow fx, emits deep yellow light !WARNING: Ignores Y velocity
    170: (.)thin orange fx, emits faint white light
    171: bright purple bubble material
    172: (.)light blue particles, emits faint blue light
    173: (!)shortlived purple fx, emits bright purple light
    174: (!)bright orange bubble material, emits reddish orange light
    175: (.)shortlived white fx, glows in the dark
    176: light blue particles
    177: light pink particles
    178: light green particles
    179: light purple particles
    180: (!)light cyan particles, glows in the dark
    181: (.)light cyan/pink bubble material, glows in the dark
    182: (.)light red bubble material, barely emits red light
    183: (.)transparent red bubble material, glows in the dark
    184: sickly pale greenish grey particles that stay in place
    185: (!)light cyan crystal material, emits cyan light
    186: pale dark blue smoke
    187: (!)light cyan particles, emits cyan light
    188: bright green bubbles
    189: thin orange material
    190: thin gold material
    191: black flakes
    192: snow material
    193: green material
    194: thin brown material
    195: thin black material
    196: thin green material
    197: (.)thin bright cyan material, glows in the dark
    198: black/white particles
    199: pale purple/black/grey particles
    200: pink particles
    201: light pink particles
    202: light cyan particles
    203: grey particles
    204: (.)white particles, glows in the dark
    205: (.)thin pink material, barely emits pink light
    206: (!)shortlived cyan fx, emits bright blue light
    207: thin brown material
    208: orange stone
    209: pale green stone
    210: off white material
    211: bright blue particles
    212: white particles
    213: (.)shortlived tiny white fx, barely emits white light
    214: thin pale brown material
    215: thin khaki material
    216: pale pink material
    217: cyan particles
    218: hot pink particles
    219: (!)trailing red flying fireworks, emits orange light
    220: (!)trailing green flying fireworks, emits green light
    221: (!)trailing blue flying fireworks, emits pale blue light
    222: (!)trailing yellow flying fireworks, emits yellow light
    223: (.)trailing red flying fireworks, glows in the dark
    224: thin blue material
    225: orange material

    Sounds in Terraria have a sound effect number and sometimes also a style type, such as sounds in SE number 2.

    0: tile hit
    1: male hit
    2:
    2:1: generic swing
    2:2: crunchy eating
    2:3: swallow drink
    2:4: life crystal ping
    2:5: bow shot
    2:6: magic mirror whizz
    2:7: low, quiet swing
    2:8: magic cast
    2:9: astral magic noise
    2:10: bullet impact/harpoon
    2:11: basic gun shot
    2:12: laser beam
    2:13: magic spray
    2:14: explosion
    2:15: phaseblade
    2:16: whoopie cushion
    2:17: dart shot
    2:18: generic swing
    2:19: throwing swing
    2:20: fire cast
    2:21: water cast
    2:22: motor tool loop
    2:23: motor tool activation
    2:24: spectre boots
    2:25: fairy bell
    2:26: harp note
    2:27: crystal smash
    2:28: rising magic cast
    2:29: mana crystal
    2:30: ice materialise
    2:31: clockwork burst shot
    2:32: wing flap
    2:33: boss laser beam
    2:34: flamethrower
    2:35: bell ding
    2:36: pump shotgun
    2:37: anvil clang
    2:38: heavy shot
    2:39: multi throw swing
    2:40: sniper shot
    2:41: revolver shot
    2:42: flaming wood
    2:43: staff magic cast
    2:44: summon minion
    2:45: inferno fork
    2:46: summon hydra
    2:47: the axe
    2:48: mine snow
    2:49: mine snow2
    2:50: mine ice
    2:51: mine ice2
    2:52: minecart track place
    2:53: minecart land on track
    2:54: bubble pop
    2:55: minecart brake
    2:56: minecart track bumper
    3:
    3:1: organic
    3:2: bone
    3:3: magic intercept
    3:4: metal
    3:5: hallow creature
    3:6: beast
    3:7: wyvern
    3:8: wall of flesh
    3:9: leech
    3:10: old unicorn
    3:11: snow
    3:12: unicorn
    3:13: crimson
    3:14: fishron squeal
    4:
    4:1: slime
    4:2: undead
    4:3: magic destroy
    4:4: bat/mouse
    4:5: large foe
    4:6: etheral gasp
    4:7: hallow creature
    4:8: beast grunt
    4:9: spit
    4:10: wall of flesh scream
    4:11: horror flesh split
    4:12: horror flesh destroy
    4:13: belch
    4:14: mechanical explosion
    4:15: snow
    4:16: insect
    4:17: pigron
    4:18: unicorn
    4:19: crimson
    4:20: fishron scream
    5: player death
    6: grass/web cut
    7: pickup noise
    8: open door
    9: close door
    10: open menu
    11: close menu
    12: scroll/chat tick noise
    13: pot breaking
    14: zombie growl
    15:
    15:0 boss summon laughter
    15:1 worm dig noise
    16: double jump
    17: running
    18: pay money
    19:
    15:0 large splash for npcs
    15:1 small splash for items
    20: female hit
    21: stone tile hit
    22: hotbar lock/unlock
    23: drown
    24: open npc chat window
    25: mana full charge
    26: low monster groan
    27: pixie shimmer
    28: wire mechanisms toggle noise
    29:
    29/31/32:1: undead moan
    29/31/32:2: undead rawr
    29/31/32:3: undead gurgle
    29/31/32:4: beast low gurgle
    29/31/32:5: beast low gurgle2
    29/31/32:6: beasy medium noise
    29/31/32:7: high gasp
    29/31/32:8: low gasp
    29/31/32:9: beast belch
    29/31/32:10: duck quak
    29/31/32:11: duck quack
    29/31/32:12: 'quack'
    29/31/32:13: frog ribbit
    29/31/32:14: bird tweet
    29/31/32:15: mouse squeak
    29/31/32:16: bluejay tweet
    29/31/32:17: cardinal tweet long
    29/31/32:18: bird tweet slow
    29/31/32:19: cardinal tweet
    29/31/32:20: fishron bubbles belch
    30: duck
    31: npc idle nearby med noises - same as 29
    32: npc idle far high noises - same as 29
    33: mouse squeaks
    34: null onwards of this point
     
    Last edited: Apr 10, 2016
  2. W1K

    W1K Witch

    O boy finally someone who's not lazy and made something of the sort, and even good looking. No more using number 6 out of laziness.
     
    Flashkirby99 likes this.
  3. Scironex

    Scironex The Destroyer

    YEEEEEEESSSSSSS!
     
    Flashkirby99, Shaedric and Everybody like this.
  4. Everybody

    Everybody Spazmatism

    I love you.
     
    Flashkirby99 likes this.
  5. SzGamer227

    SzGamer227 Spazmatism

    You have done the tAPI community a great service here.

    Thank you.

    I'll notify Neojin so he can add this link to his tAPI Resources thread. :)
     
    Flashkirby99 likes this.
  6. _Mish

    _Mish Skeletron Prime

    Wow. I owe you my life.


    Thank you.

    ;(;(;(
     
    Flashkirby99 likes this.
  7. Eli10293

    Eli10293 Spazmatism

    I Used Dust ID 130 :p
    upload_2015-5-15_21-6-21.png
     
  8. GiantEnemyDinosaurPrime

    GiantEnemyDinosaurPrime Skeletron Prime

    Finally! An updated sound/particle ID list! You deserve a medal for your work!
     
  9. Sin Costan

    Sin Costan Eye of Cthulhu

    I am Sin Costan, and this is my favorite thread in TCF.
     
    Eli10293 likes this.
  10. Hek

    Hek Eye of Cthulhu

    how to use numbers like 3:4 ?
     
  11. Flashkirby99

    Flashkirby99 Skeletron

    First number is sound group (see v2 for which variable this is used with), in this case the soundHit property, and the second number is that particular sound effect (which is a metallic clink).
    For sounds, once you have the type, you can put it in the .json under "useSound": insertItemSoundidHere, which only uses sounds from sound effect 2 (and its styles). Alternatively, if you want it in code you use:
    Code:
    PlaySound(int type, int x = -1, int y = -1, int Style = 1)
    
    //but if you really need to, there are other method signatures that do various things, found in Main.cs
    PlaySound(SoundEffect effect, float X = -1f, float Y = -1f, bool useInstance = false, Main.ShouldPlayDelegate shouldPlayDel = null, float panMod = float.NaN, float volumeMod = float.NaN, float pitchMod = float.NaN)
    PlaySound(SoundEffect effect, float X, float Y, bool useInstance, float panMod, float volumeMod, float pitchMod)
    PlaySound(SoundEffect effect, float X, float Y, bool useInstance, Main.ShouldPlayDelegate shouldPlayDel)
    PlaySound(string name, float X = -1f, float Y = -1f, bool useInstance = false, Main.ShouldPlayDelegate shouldPlayDel = null, float panMod = float.NaN, float volumeMod = float.NaN, float pitchMod = float.NaN)
    PlaySound(string name, float X, float Y, bool useInstance, float panMod, float volumeMod, float pitchMod)
    PlaySound(string name, float X, float Y, bool useInstance, Main.ShouldPlayDelegate shouldPlayDel)
    
    Note: The method PlaySound returns a SoundEffectInstance, but as of yet I still haven't had to use it so most likely neither do you :D
    So in practice the the code for playing a sound looks something like this:
    Code:
    Main.PlaySound(effectNumber, (int)p.position.X, (int)p.position.Y, styleNumber);
    

    So for example, you would use:
    PlaySound(3, (int)position.X, (int)position.Y, 4)
     
  12. yanssenklugh

    yanssenklugh Terrarian

    umm. how do i use this mod?
    --- Double Post Merged, May 17, 2017, Original Post Date: May 17, 2017 ---
    oops nevermind :) Thanks! for the mod!