Ambientsound
Manages dynamic ambient and wave sound mixing based on the player's location, season, weather, and sanity states.
Manages dynamic ambient and wave sound mixing based on the player's location, season, weather, and sanity states.
Defines configurable parameters and behavior logic for ancient trees, including growth constraints, loot tables, and nightvision-specific fruit regen synced to day/night cycles.
A lighting entity that dynamically controls light intensity, flame FX, and sound based on power state and player proximity in the Archive or Vault zones.
Manages the state, validation, and completion logic for the Archive Orchestrina puzzle, coordinating lockboxes and resonator sockets.
Creates local, non-networked sound-effect entities for Atrium gate events, playing positional audio for players inside the Nightmare zone or everywhere outside vaults.
Manages the UI screen for the Balatro minigame, handling layout, audio context, and lifecycle events.
Manages visual and audio effects for bat-themed overlay animations triggered by the batspooked event, synchronized to screen resolution.
Defines configuration and behavior for Wathgrithr's battlesong buffs and instant-use battle quotes in Don't Starve Together.
Generates combat buff prefabs and their associated song definitions for the Battlesinger class, integrating with the singing inspiration system and debuff lifecycle.
Spawns a non-persistent visual/audio effect entity to simulate a bat flutter and explosion near a viewer, typically used during spook events in the forest.
Acts as a visual marker that rotates to point toward the nearest race checkpoint during a boat race, and triggers music playback for nearby players.
Temporarily suppresses pickup sound playback for an entity on the client to avoid duplicate sounds during network synchronization.
Hooks into the sound emitter system to capture and log sound events for debugging purposes, including tracking looping and one-shot sounds on entities and UI.
Generates visual and audio effect prefabs for the Deer creature's ice and fire circle abilities, including particle effects, lighting, and interaction logic with nearby entities.
Manages dynamic audio filtering (low-pass and high-pass) based on player season, temperature, and runtime DSP stacks.
Manages adaptive background music for the player entity based on gameplay context such as location, actions, time of day, season, and nearby events.
Manages particle and effect emitters with support for awake/sleep states, lifetime handling, and spatial distribution helpers.
Creates a non-persistent visual and audio effect for small explosions and related actions.
Spawns a local-only visual and audio effect for small explosions, used exclusively on the client.
A temporary visual and lighting effect prefab that appears when the Eye of Terror arrives, animating a portal-like FX with dynamic lighting and sound.
A client-side FX prefab that visually represents a spinning fan wheel attached to an item, synchronized with networked spinning state and cleaned up via stategraph transitions.
Manages visual and audio effects for fire-based entities, including dynamic lighting, sound, and animation transitions across multiple intensity levels.
Manages the visual and audio overlay effect for fire damage on the player character, including alpha transitions and sound feedback.
A runtime script that defines and configures visual and audio effect entities in Don't Starve Together using AnimState, SoundEmitter, and periodic update tasks.
Generates and returns a list of Prefab instances for client-side visual and audio effects, supporting dynamic assets, animation, tinting, sound, and custom behaviors.
Creates a non-networked, non-persistent entity that acts as a classified FX-only sound emitter.
Manages dynamic spatial audio for grotto waterfalls by tracking nearby pools and assigning sound emitters to the closest valid ones.
Defines a guitar tablature representation for the main theme's musical notation used in DST's guitar UI.
Defines static configuration tables for haptic and audio feedback effects used by the game's input and visual systems.
Generates a temporary visual warning effect entity that plays a distant hound sound at a specific radius before removing itself.
Manages the playback logic and event callbacks for in-game musical instruments, including range-based listener detection and custom asset overrides.
Sets up the Lava Arena world environment, including tile physics, lighting, ambient sound, and visual effects for the seasonal battle arena mode.
Creates visual and audio effects for lava arena creature spawning, including teleport smoke and spark particles, with instance-limited audio volume scaling and server/client separation.
Manages background music playback for the Lava Arena event based on the currently activated player and level state.
Renders and manages the visual and audio effects for the lunar burn debuff on the owner entity, including layered intensity levels and supernova events.
Manages audio levels for the lunar hail bird event, controlling ambient sound playback based on event intensity.
A portable throwable flare item that ignites, emits light, triggers visual/audio effects, and notifies nearby players upon detonation.
Manages sound channel volumes and dynamic audio filters for the game's sound system.
Registers predefined audio mixing configurations for different game states and contexts.
Generates and spawns client-side warning sound effects for major monsters (e.g., Deerclops, Bearger, Krampus) at varying distances based on their attack proximity.
Manages the moon pulse post-processing effect and associated visual/audio feedback in the Grotto biome, including wave propagation simulation, screen flashes, and wisp spawning.
Manages the visual and audio overlay effects during a moonstorm, including screen fading, brightness adjustments, dynamic lighting, and shader-based dust animation.
Creates non-persistent, client-side particle and sound effects for moose nest interactions (idle and hit states), using a proxy transform for positioning and synchronized animation.
Creates a visual and audio effect for the mossling's spin attack animation, playing a looping animation and periodic electric sound.
Manages the cyclical nightmare phase transitions and audio cues in the Caves, synchronizing timing and sound states across networked clients.
Defines the musical note sequence for the "DS Main Theme" by specifying pitch and timestamp data.
Manages a queue of NPC dialogue lines and associated sounds for sequential, non-blocking speech.
Manages the options UI screen for configuring game settings, input controls, and display options.
A musical instrument that induces sleep, grogginess, or other effects in nearby entities and can summon Wortox souls when played.
A furniture item that plays music and automatically tends nearby farm plants when active.
Creates a one-frame local sound effect for pirate-related warnings, positioned near the player and anchored to their current platform when applicable.
Manages the state and animation sequence of a marionette-based theatrical performance, including scene setup, actor control, crowd interaction, and synchronized audio effects.
Manages dynamic audio DSP filters applied to the player based on equipped items, such as muffling hats.
A small collectible item that emits ticking sounds and animations, used as bait and interactable loot.
Generates and manages visual and audio effects for the positron beam animation sequence used in the Moon Base event, including beam layering, intensity control, and state transitions.
Preloads audio bank files for the Don't Starve Together game at startup, including base game, DLC, and event-specific content.
Manages background music playback for the Quagmire arena based on world level and win state, synchronized across clients.
Manages playable music records for the phonograph, handling asset switching, naming, and save/load persistence.
An inventory item that emits a rhythmic heartbeat sound and visual FX while held in inventory, and resumes pulsing when dropped.
Spawns a non-persistent, non-networked sound effect entity when a rock is broken.
Manages the animation and sound state machine for a balloon held by an entity.
Controls the life cycle and visual/audio behavior of a boat entity during construction, idle, damage, and sinking phases in Don't Starve Together.
Controls the visual and audio state machine for the boatrace starting pillar entity in DST.
Defines the state graph for the cat toy mouse entity, handling idle movement and running animation/audio states.
Provides shared animation and behavior utilities for daywalker-type entities, including camera shakes, chatter scheduling, and walk/run state definitions.
Manages animation, sound, and visibility states for the nightmare rock entity during raising, lowering, concealing, and revealing operations.
Manages the stalker entity's state machine, including movement, combat, summoned actions, mind control, and death, with integrated audiovisual feedback and networkable behavior.
Manages client-side state graph behavior for Wilson's player, including movement prediction, animation selection, sound playback, and channel-cast prediction logic.
Provides classified talk logic for the Shadow Battleaxe weapon, managing string playback and sound synchronization when the weapon is held by the player.
Applies health and sanity penalties to a target entity when attached and detached, and spawns a visual effect during its duration.
An inventory item that emits periodic sound and animation cues when dropped, and halts these behaviors when held by a player.
Tracks nearby sharks and adjusts shark sound parameters for players based on proximity and shark state.
Provides a sing interaction that triggers a song effect on a singer with the SingingInspiration component.
Manages a player's inspiration resource and active battle songs, handling inspiration gain/loss, song activation, and buff application to nearby allies.
A musical harvesting component that cycles through musical notes, tending nearby plants when activated, and dropping loot upon being hammered.
Triggers activation callbacks for nearby singing shell entities when the owner is alive, based on a configurable range.
Renders a temporary visual debug icon at a specific world location for sound-related testing.
Generates particle-like light and sound effects (sparks) at a specified position, optionally with a flashing screen effect upon targeting.
A self-contained speech database for the Walter character that maps interaction events to localized string values, used elsewhere in the codebase.
Handles Warly's unique speech dialogue system, managing line selection, emotional context, and interaction triggers.
Contains static string data for Willow's dialogue and speech patterns.
Provides static speech string data for Wilson character events and states in Don't Starve Together.
Manages speech-related logic for the Wortox character, including speech activation and interaction triggers.
Provides static speech data and localization strings for the Wx78 character across various DST content and entities.
Creates short-lived, client-side visual and audio effect prefabs for the Spooked event's spider and worm spawn animations.
Contains hardcoded narrative dialogue strings for theatrical cutscenes and soliloquies in DST’s seasonal events.
Spawns a non-networked sound emitter entity that plays a thunder sound at a randomized position and triggers a screen flash effect.
Registers all game tile definitions—including land, ocean, impassable, and noise types—with associated visual, audio, and physical properties via the TileManager.
Adjusts an entity's transparency and sound volume based on the player's sanity and combat state, with optional custom logic.
Triggers a one-time vault event when the entity remains stationary inside a vault area for 3.5 seconds without entering another vault.
Manages networked speech synchronization and talker communication for the Wagpunk Hat classified entity in DST.
Manages contextual voice lines and announcements for entities based on game events, states, and interactions.
A playable whistle item that triggers coaching behavior in Wolfgang when blown, with state-dependent announcements and interaction with the coach and mightiness components.
Defines ground and wall tile properties and footstep sound logic for entities moving across the world.
Generates low-priority visual and audio warning entities that appear at increasing distances to indicate approaching worm hounds.
Spawns a one-frame local audio effect at a calculated position relative to the player when a Yoth Knight warning is triggered within camera range.