Wiki

effect · sound_effect

Definition

  • Supported scope:any
  • Supported target:none

Description

Plays sound effect

Hands-On Notes

Hands-on notes are AI-generated and checked against the vanilla command vocabulary — treat them as a starting point, not authoritative reference. The definition above is the game's own documentation.

Hands-On Usage

sound_effect is commonly used to play audio cues when events trigger, enhancing immersion—for example, explosion sounds during war declaration events or notification chimes in hidden effects when technology research completes. It applies to any scenario requiring audio feedback for the player, such as decision triggers, focus completions, and other critical moments.

country_event = {
    id = my_mod.1
    title = my_mod.1.t
    desc = my_mod.1.d

    option = {
        name = my_mod.1.a
        sound_effect = "event:/SFX/Events/military/declaration_of_war"
        add_war_support = 0.10
    }
}

Synergy

  • [hidden_effect](/wiki/effect/hidden_effect): Wrapping sound_effect inside hidden_effect allows silent audio playback without generating unnecessary tooltips for the player, preventing audio trigger conditions from appearing in the event log.
  • [custom_effect_tooltip](/wiki/effect/custom_effect_tooltip): When audio trigger logic is complex, pair it with custom_effect_tooltip to display readable descriptive text to the player, compensating for the lack of UI feedback that sound_effect itself produces.
  • [if](/wiki/effect/if): Use conditional if blocks to control audio playback only under specific circumstances—for example, triggering sound effects only for human players and avoiding meaningless audio calls when AI executes the code.
  • [play_song](/wiki/effect/play_song): Both are audio commands; sound_effect handles short, one-time sound effects while play_song switches background music. They are often used together to create a complete audio atmosphere.

Common Pitfalls

  1. Incorrect sound effect path: The sound_effect value must be a sound event path already defined in the game (typically starting with event:/). Directly using filenames or custom paths will fail silently without errors. Beginners should prioritize referencing path conventions from vanilla event scripts for reuse.
  2. Repeated triggering for AI countries: When using sound_effect in batch scope loops like every_country, each scope switch attempts to trigger the sound. Although audio from AI countries is inaudible, it still causes unnecessary overhead. Use [is_ai](/wiki/trigger/is_ai) (i.e., if = { limit = { NOT = { is_ai = yes } } }) to restrict execution to human players only.