# ss_step_metal_boot_4
Take 4 of 4: one footstep of a heavy boot on metal. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked metal.
# ss_vehicles_engine_start_3
Take 3 of 3 of the `vehicles.engine_start` sound effect: a car engine starting and revving once. `Sfx.play("vehicles.engine_start")` picks one take at random with a little pitch and volume jitter.
# ss_weapons_bow_shot_1
Take 1 of 3 of the `weapons.bow_shot` sound effect: a bow string release and an arrow whizzing away. `Sfx.play("weapons.bow_shot")` picks one take at random with a little pitch and volume jitter.
# ss_vehicles_boost_2
Take 2 of 3 of the `vehicles.boost` sound effect: a vehicle turbo boost, rising jet whoosh. `Sfx.play("vehicles.boost")` picks one take at random with a little pitch and volume jitter.
# ss_cartoon_action_low
Looping cartoon music for the action (low intensity) state of soundstage's `cartoon` set: zany cartoon chase music, fast brass, xylophone runs, snare rolls, 160 bpm, frantic fun. Played by `Music.use("cartoon")`; loops seamlessly.
# ss_pickups_gem_1
Take 1 of 3 of the `pickups.gem` sound effect: picking up a crystal gem, sparkling glassy chime. `Sfx.play("pickups.gem")` picks one take at random with a little pitch and volume jitter.
# ss_vehicles_skid_2
Take 2 of 3 of the `vehicles.skid` sound effect: car tires skidding and screeching on asphalt. `Sfx.play("vehicles.skid")` picks one take at random with a little pitch and volume jitter.
# ss_vehicles_engine_start_2
Take 2 of 3 of the `vehicles.engine_start` sound effect: a car engine starting and revving once. `Sfx.play("vehicles.engine_start")` picks one take at random with a little pitch and volume jitter.
# ss_vehicles_horn_3
Take 3 of 3 of the `vehicles.horn` sound effect: a car horn honk. `Sfx.play("vehicles.horn")` picks one take at random with a little pitch and volume jitter.
# ss_step_sand_boot_1
Take 1 of 4: one footstep of a heavy boot on sand. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked sand.
# ss_step_gravel_barefoot_3
Take 3 of 4: one bare footstep on gravel. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked gravel.
# ss_weapons_arrow_hit_1
Take 1 of 3 of the `weapons.arrow_hit` sound effect: an arrow thudding into a wooden target. `Sfx.play("weapons.arrow_hit")` picks one take at random with a little pitch and volume jitter.
# ss_creatures_roar_1
Take 1 of 3 of the `creatures.roar` sound effect: a huge beast roar. `Sfx.play("creatures.roar")` picks one take at random with a little pitch and volume jitter.
# ss_magic_teleport_3
Take 3 of 3 of the `magic.teleport` sound effect: a magical teleport, swirling warp whoosh with a pop. `Sfx.play("magic.teleport")` picks one take at random with a little pitch and volume jitter.
# ss_creatures_bird_2
Take 2 of 3 of the `creatures.bird` sound effect: a single bird chirp call. `Sfx.play("creatures.bird")` picks one take at random with a little pitch and volume jitter.
# ss_ui_error_3
Take 3 of 3 of the `ui.error` sound effect: a short buzzy negative user interface error sound. `Sfx.play("ui.error")` picks one take at random with a little pitch and volume jitter.
# ss_ui_notify_1
Take 1 of 3 of the `ui.notify` sound effect: a friendly two note user interface notification ping. `Sfx.play("ui.notify")` picks one take at random with a little pitch and volume jitter.
# ss_chiptune_action_high
Looping chiptune music for the action (high intensity) state of soundstage's `chiptune` set: 8-bit chiptune final boss theme, frantic square wave arpeggios, intense triangle bass, fast noise drums, 170 bpm, epic retro. Played by `Music.use("chiptune")`; loops seamlessly.
# ss_step_snow_boot_4
Take 4 of 4: one footstep of a heavy boot on snow. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked snow.
# ss_bed_rain
Seamlessly looping `rain` ambience bed: steady rain ambience, rain falling on leaves and ground, soft distant thunder rumble. Played by an `AmbienceZone` with bed "rain" or `Ambience.setBase("rain")`.
# ss_creatures_insect_3
Take 3 of 3 of the `creatures.insect` sound effect: a large insect buzzing and clicking. `Sfx.play("creatures.insect")` picks one take at random with a little pitch and volume jitter.
# ss_ui_hover_1
Take 1 of 3 of the `ui.hover` sound effect: a very soft subtle short user interface hover tick. `Sfx.play("ui.hover")` picks one take at random with a little pitch and volume jitter.
# ss_creatures_zombie_1
Take 1 of 3 of the `creatures.zombie` sound effect: a zombie groaning moan. `Sfx.play("creatures.zombie")` picks one take at random with a little pitch and volume jitter.
# ss_ui_close_3
Take 3 of 3 of the `ui.close` sound effect: a smooth user interface menu panel closing swish. `Sfx.play("ui.close")` picks one take at random with a little pitch and volume jitter.
# ss_pickups_gem_3
Take 3 of 3 of the `pickups.gem` sound effect: picking up a crystal gem, sparkling glassy chime. `Sfx.play("pickups.gem")` picks one take at random with a little pitch and volume jitter.
# ss_step_gravel_shoe_2
Take 2 of 4: one footstep of a light shoe on gravel. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked gravel.
# ss_step_wood_barefoot_1
Take 1 of 4: one bare footstep on wood. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked wood.
# ss_pickups_powerup_2
Take 2 of 3 of the `pickups.powerup` sound effect: a video game power up pickup, rising arpeggio jingle. `Sfx.play("pickups.powerup")` picks one take at random with a little pitch and volume jitter.
# ss_impacts_wood_1
Take 1 of 3 of the `impacts.wood` sound effect: a solid hit on a wooden crate. `Sfx.play("impacts.wood")` picks one take at random with a little pitch and volume jitter.
# ss_scifi_menu
Looping scifi music for the menu state of soundstage's `scifi` set: ambient sci-fi main menu music, lush analog synth pads, slow sequenced arpeggio, deep sub bass, spacious reverb, 90 bpm, vast and mysterious. Played by `Music.use("scifi")`; loops seamlessly.
# ss_step_snow_boot_1
Take 1 of 4: one footstep of a heavy boot on snow. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked snow.
# ss_synthwave_menu
Looping synthwave music for the menu state of soundstage's `synthwave` set: retro 1980s synthwave title theme, lush analog pads, gated reverb drums, 100 bpm, nostalgic neon night. Played by `Music.use("synthwave")`; loops seamlessly.
# ss_weapons_bow_shot_2
Take 2 of 3 of the `weapons.bow_shot` sound effect: a bow string release and an arrow whizzing away. `Sfx.play("weapons.bow_shot")` picks one take at random with a little pitch and volume jitter.
# ss_creatures_zombie_3
Take 3 of 3 of the `creatures.zombie` sound effect: a zombie groaning moan. `Sfx.play("creatures.zombie")` picks one take at random with a little pitch and volume jitter.
# ss_cozy_explore_high
Looping cozy music for the explore (high intensity) state of soundstage's `cozy` set: cozy acoustic music with more energy, strummed guitar, shaker and bongos, bright glockenspiel, 95 bpm, a little adventurous. Played by `Music.use("cozy")`; loops seamlessly.
# ss_fantasy_menu
Looping fantasy music for the menu state of soundstage's `fantasy` set: majestic orchestral fantasy main menu theme, warm french horns and choir pads over soft strings, harp arpeggios, 80 bpm, legendary and inviting. Played by `Music.use("fantasy")`; loops seamlessly.
# ss_vehicles_hover_pass_1
Take 1 of 3 of the `vehicles.hover_pass` sound effect: a futuristic hover vehicle passing by fast, whooshing hum. `Sfx.play("vehicles.hover_pass")` picks one take at random with a little pitch and volume jitter.
# ss_impacts_stone_3
Take 3 of 3 of the `impacts.stone` sound effect: a heavy rock hitting a stone floor. `Sfx.play("impacts.stone")` picks one take at random with a little pitch and volume jitter.
# ss_step_grass_shoe_1
Take 1 of 4: one footstep of a light shoe on grass. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked grass.
# ss_vehicles_horn_1
Take 1 of 3 of the `vehicles.horn` sound effect: a car horn honk. `Sfx.play("vehicles.horn")` picks one take at random with a little pitch and volume jitter.
# ss_step_snow_barefoot_1
Take 1 of 4: one bare footstep on snow. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked snow.
# ss_weapons_laser_1
Take 1 of 3 of the `weapons.laser` sound effect: a sci-fi laser blaster shot pew. `Sfx.play("weapons.laser")` picks one take at random with a little pitch and volume jitter.
# ss_step_water_shoe_3
Take 3 of 4: one footstep of a light shoe on water. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked water.
# ss_magic_fireball_1
Take 1 of 3 of the `magic.fireball` sound effect: a fireball spell launching with a roaring fiery whoosh. `Sfx.play("magic.fireball")` picks one take at random with a little pitch and volume jitter.
# ss_step_wood_barefoot_2
Take 2 of 4: one bare footstep on wood. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked wood.
# ss_bed_shore
Seamlessly looping `shore` ambience bed: ocean shore ambience, gentle waves washing on sand, soft surf, distant seagulls. Played by an `AmbienceZone` with bed "shore" or `Ambience.setBase("shore")`.
# ss_step_grass_barefoot_3
Take 3 of 4: one bare footstep on grass. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked grass.
# ss_creatures_critter_2
Take 2 of 3 of the `creatures.critter` sound effect: a small cute critter squeak. `Sfx.play("creatures.critter")` picks one take at random with a little pitch and volume jitter.
# ss_pickups_item_1
Take 1 of 3 of the `pickups.item` sound effect: picking up an item, a soft satisfying pop with a bright sparkle. `Sfx.play("pickups.item")` picks one take at random with a little pitch and volume jitter.
# ss_weapons_pistol_3
Take 3 of 3 of the `weapons.pistol` sound effect: a single pistol gunshot. `Sfx.play("weapons.pistol")` picks one take at random with a little pitch and volume jitter.
# ss_step_sand_barefoot_1
Take 1 of 4: one bare footstep on sand. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked sand.
# ss_step_wood_shoe_4
Take 4 of 4: one footstep of a light shoe on wood. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked wood.
# ss_step_stone_barefoot_4
Take 4 of 4: one bare footstep on stone. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked stone.
# ss_pickups_powerup_1
Take 1 of 3 of the `pickups.powerup` sound effect: a video game power up pickup, rising arpeggio jingle. `Sfx.play("pickups.powerup")` picks one take at random with a little pitch and volume jitter.
# ss_step_metal_boot_2
Take 2 of 4: one footstep of a heavy boot on metal. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked metal.
# ss_pickups_coin_1
Take 1 of 3 of the `pickups.coin` sound effect: a video game coin pickup, bright metallic ding. `Sfx.play("pickups.coin")` picks one take at random with a little pitch and volume jitter.
# ss_impacts_punch_1
Take 1 of 3 of the `impacts.punch` sound effect: a meaty punch impact. `Sfx.play("impacts.punch")` picks one take at random with a little pitch and volume jitter.
# ss_step_metal_barefoot_3
Take 3 of 4: one bare footstep on metal. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked metal.
# ss_creatures_slime_2
Take 2 of 3 of the `creatures.slime` sound effect: a wet squishy slime creature blorp. `Sfx.play("creatures.slime")` picks one take at random with a little pitch and volume jitter.
# ss_step_snow_boot_2
Take 2 of 4: one footstep of a heavy boot on snow. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked snow.
# ss_impacts_metal_3
Take 3 of 3 of the `impacts.metal` sound effect: a heavy clang hitting a metal plate. `Sfx.play("impacts.metal")` picks one take at random with a little pitch and volume jitter.
# ss_pickups_key_2
Take 2 of 3 of the `pickups.key` sound effect: picking up a jingling metal key. `Sfx.play("pickups.key")` picks one take at random with a little pitch and volume jitter.
# ss_ui_open_3
Take 3 of 3 of the `ui.open` sound effect: a smooth user interface menu panel opening whoosh with a soft chime. `Sfx.play("ui.open")` picks one take at random with a little pitch and volume jitter.
# ss_western_explore_low
Looping western music for the explore (low intensity) state of soundstage's `western` set: dusty western exploration music, acoustic guitar strumming, harmonica, gentle clip clop percussion, 95 bpm, wide open prairie. Played by `Music.use("western")`; loops seamlessly.
# ss_weapons_bow_shot_3
Take 3 of 3 of the `weapons.bow_shot` sound effect: a bow string release and an arrow whizzing away. `Sfx.play("weapons.bow_shot")` picks one take at random with a little pitch and volume jitter.
# ss_cozy_action_high
Looping cozy music for the action (high intensity) state of soundstage's `cozy` set: energetic folk hoedown, fast fiddle, banjo, stomping percussion, 140 bpm, exciting but friendly. Played by `Music.use("cozy")`; loops seamlessly.
# ss_creatures_critter_3
Take 3 of 3 of the `creatures.critter` sound effect: a small cute critter squeak. `Sfx.play("creatures.critter")` picks one take at random with a little pitch and volume jitter.
# ss_impacts_stone_2
Take 2 of 3 of the `impacts.stone` sound effect: a heavy rock hitting a stone floor. `Sfx.play("impacts.stone")` picks one take at random with a little pitch and volume jitter.
# ss_step_gravel_barefoot_4
Take 4 of 4: one bare footstep on gravel. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked gravel.
# ss_scifi_explore_low
Looping scifi music for the explore (low intensity) state of soundstage's `scifi` set: calm ambient sci-fi exploration music, shimmering synth pads, soft arpeggiated sequencer, deep sub bass, 90 bpm, drifting through a space station. Played by `Music.use("scifi")`; loops seamlessly.
# ss_creatures_growl_2
Take 2 of 3 of the `creatures.growl` sound effect: a low menacing monster growl. `Sfx.play("creatures.growl")` picks one take at random with a little pitch and volume jitter.
# ss_weapons_sword_clash_1
Take 1 of 3 of the `weapons.sword_clash` sound effect: two steel swords clashing with a ringing metallic clang. `Sfx.play("weapons.sword_clash")` picks one take at random with a little pitch and volume jitter.
# ss_vehicles_skid_1
Take 1 of 3 of the `vehicles.skid` sound effect: car tires skidding and screeching on asphalt. `Sfx.play("vehicles.skid")` picks one take at random with a little pitch and volume jitter.
# ss_step_grass_boot_1
Take 1 of 4: one footstep of a heavy boot on grass. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked grass.
# ss_pickups_gem_2
Take 2 of 3 of the `pickups.gem` sound effect: picking up a crystal gem, sparkling glassy chime. `Sfx.play("pickups.gem")` picks one take at random with a little pitch and volume jitter.
# ss_step_snow_boot_3
Take 3 of 4: one footstep of a heavy boot on snow. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked snow.
# ss_step_stone_barefoot_3
Take 3 of 4: one bare footstep on stone. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked stone.
# ss_step_wood_boot_1
Take 1 of 4: one footstep of a heavy boot on wood. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked wood.
# ss_vehicles_boost_1
Take 1 of 3 of the `vehicles.boost` sound effect: a vehicle turbo boost, rising jet whoosh. `Sfx.play("vehicles.boost")` picks one take at random with a little pitch and volume jitter.
# ss_pickups_health_3
Take 3 of 3 of the `pickups.health` sound effect: a health pickup, soft warm rising tone. `Sfx.play("pickups.health")` picks one take at random with a little pitch and volume jitter.
# ss_magic_heal_3
Take 3 of 3 of the `magic.heal` sound effect: a gentle healing spell, soft warm chimes rising. `Sfx.play("magic.heal")` picks one take at random with a little pitch and volume jitter.
# ss_weapons_sword_swing_1
Take 1 of 3 of the `weapons.sword_swing` sound effect: a fast sword swinging through the air whoosh. `Sfx.play("weapons.sword_swing")` picks one take at random with a little pitch and volume jitter.
# ss_magic_lightning_1
Take 1 of 3 of the `magic.lightning` sound effect: a lightning spell, sharp electric crackle and zap. `Sfx.play("magic.lightning")` picks one take at random with a little pitch and volume jitter.
# ss_step_sand_shoe_1
Take 1 of 4: one footstep of a light shoe on sand. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked sand.
# ss_impacts_wood_3
Take 3 of 3 of the `impacts.wood` sound effect: a solid hit on a wooden crate. `Sfx.play("impacts.wood")` picks one take at random with a little pitch and volume jitter.
# ss_impacts_punch_3
Take 3 of 3 of the `impacts.punch` sound effect: a meaty punch impact. `Sfx.play("impacts.punch")` picks one take at random with a little pitch and volume jitter.
# ss_step_water_shoe_2
Take 2 of 4: one footstep of a light shoe on water. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked water.
# ss_chiptune_action_low
Looping chiptune music for the action (low intensity) state of soundstage's `chiptune` set: 8-bit chiptune battle theme, fast square wave lead, driving noise drums, 160 bpm, energetic. Played by `Music.use("chiptune")`; loops seamlessly.
# ss_pickups_item_3
Take 3 of 3 of the `pickups.item` sound effect: picking up an item, a soft satisfying pop with a bright sparkle. `Sfx.play("pickups.item")` picks one take at random with a little pitch and volume jitter.
# ss_step_water_barefoot_1
Take 1 of 4: one bare footstep on water. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked water.
# ss_vehicles_door_3
Take 3 of 3 of the `vehicles.door` sound effect: a car door closing with a solid thunk. `Sfx.play("vehicles.door")` picks one take at random with a little pitch and volume jitter.
# ss_ui_back_3
Take 3 of 3 of the `ui.back` sound effect: a soft short descending user interface back or cancel blip. `Sfx.play("ui.back")` picks one take at random with a little pitch and volume jitter.
# ss_synthwave_explore_high
Looping synthwave music for the explore (high intensity) state of soundstage's `synthwave` set: driving synthwave music, pulsing analog bass, gated reverb snare, soaring lead synth, 110 bpm, neon city chase at night. Played by `Music.use("synthwave")`; loops seamlessly.
# ss_western_menu
Looping western music for the menu state of soundstage's `western` set: spaghetti western main theme, twangy reverb electric guitar, whistled melody, distant trumpet, 90 bpm. Played by `Music.use("western")`; loops seamlessly.
# ss_ui_click_2
Take 2 of 3 of the `ui.click` sound effect: a crisp short user interface button click, plastic tick. `Sfx.play("ui.click")` picks one take at random with a little pitch and volume jitter.
# ss_pickups_key_3
Take 3 of 3 of the `pickups.key` sound effect: picking up a jingling metal key. `Sfx.play("pickups.key")` picks one take at random with a little pitch and volume jitter.
# ss_step_sand_boot_4
Take 4 of 4: one footstep of a heavy boot on sand. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked sand.
# ss_synthwave_action_low
Looping synthwave music for the action (low intensity) state of soundstage's `synthwave` set: driving synthwave action music, fast arpeggiated bass, punchy gated drums, 128 bpm, outrun chase. Played by `Music.use("synthwave")`; loops seamlessly.
# ss_step_snow_shoe_4
Take 4 of 4: one footstep of a light shoe on snow. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked snow.
# ss_cozy_action_low
Looping cozy music for the action (low intensity) state of soundstage's `cozy` set: cheerful upbeat acoustic folk, quick fingerpicked guitar, fiddle, hand claps, 120 bpm, lively. Played by `Music.use("cozy")`; loops seamlessly.
# ss_creatures_wolf_3
Take 3 of 3 of the `creatures.wolf` sound effect: a wolf howling. `Sfx.play("creatures.wolf")` picks one take at random with a little pitch and volume jitter.
# ss_weapons_explosion_2
Take 2 of 3 of the `weapons.explosion` sound effect: a big explosion with a deep boom and debris. `Sfx.play("weapons.explosion")` picks one take at random with a little pitch and volume jitter.
# ss_creatures_critter_1
Take 1 of 3 of the `creatures.critter` sound effect: a small cute critter squeak. `Sfx.play("creatures.critter")` picks one take at random with a little pitch and volume jitter.
# ss_fantasy_explore_low
Looping fantasy music for the explore (low intensity) state of soundstage's `fantasy` set: pastoral orchestral fantasy exploration music, wooden flute and harp over soft strings, light frame drum, 90 bpm, peaceful journey across green hills. Played by `Music.use("fantasy")`; loops seamlessly.
# ss_magic_teleport_2
Take 2 of 3 of the `magic.teleport` sound effect: a magical teleport, swirling warp whoosh with a pop. `Sfx.play("magic.teleport")` picks one take at random with a little pitch and volume jitter.
# ss_vehicles_skid_3
Take 3 of 3 of the `vehicles.skid` sound effect: car tires skidding and screeching on asphalt. `Sfx.play("vehicles.skid")` picks one take at random with a little pitch and volume jitter.
# ss_magic_lightning_3
Take 3 of 3 of the `magic.lightning` sound effect: a lightning spell, sharp electric crackle and zap. `Sfx.play("magic.lightning")` picks one take at random with a little pitch and volume jitter.
# ss_pickups_health_1
Take 1 of 3 of the `pickups.health` sound effect: a health pickup, soft warm rising tone. `Sfx.play("pickups.health")` picks one take at random with a little pitch and volume jitter.
# ss_ui_hover_3
Take 3 of 3 of the `ui.hover` sound effect: a very soft subtle short user interface hover tick. `Sfx.play("ui.hover")` picks one take at random with a little pitch and volume jitter.
# ss_step_sand_barefoot_4
Take 4 of 4: one bare footstep on sand. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked sand.
# ss_step_sand_barefoot_3
Take 3 of 4: one bare footstep on sand. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked sand.
# ss_step_snow_barefoot_4
Take 4 of 4: one bare footstep on snow. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked snow.
# ss_ui_confirm_3
Take 3 of 3 of the `ui.confirm` sound effect: a bright positive user interface confirm chime. `Sfx.play("ui.confirm")` picks one take at random with a little pitch and volume jitter.
# ss_bed_night
Seamlessly looping `night` ambience bed: summer night ambience, chirping crickets, soft frogs, light breeze. Played by an `AmbienceZone` with bed "night" or `Ambience.setBase("night")`.
# ss_step_grass_boot_3
Take 3 of 4: one footstep of a heavy boot on grass. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked grass.
# ss_magic_cast_2
Take 2 of 3 of the `magic.cast` sound effect: a magic spell being cast, shimmering sparkle whoosh. `Sfx.play("magic.cast")` picks one take at random with a little pitch and volume jitter.
# ss_vehicles_horn_2
Take 2 of 3 of the `vehicles.horn` sound effect: a car horn honk. `Sfx.play("vehicles.horn")` picks one take at random with a little pitch and volume jitter.
# ss_chiptune_menu
Looping chiptune music for the menu state of soundstage's `chiptune` set: 8-bit chiptune title screen theme, catchy square wave melody, pulsing arpeggios, triangle bass, 120 bpm, press start nostalgia. Played by `Music.use("chiptune")`; loops seamlessly.
# ss_fantasy_action_high
Looping fantasy music for the action (high intensity) state of soundstage's `fantasy` set: epic orchestral fantasy boss battle music, full choir, pounding taiko war drums, furious string runs, blazing brass, 160 bpm, desperate climax. Played by `Music.use("fantasy")`; loops seamlessly.
# ss_step_snow_shoe_3
Take 3 of 4: one footstep of a light shoe on snow. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked snow.
# ss_vehicles_hover_pass_3
Take 3 of 3 of the `vehicles.hover_pass` sound effect: a futuristic hover vehicle passing by fast, whooshing hum. `Sfx.play("vehicles.hover_pass")` picks one take at random with a little pitch and volume jitter.
# ss_magic_lightning_2
Take 2 of 3 of the `magic.lightning` sound effect: a lightning spell, sharp electric crackle and zap. `Sfx.play("magic.lightning")` picks one take at random with a little pitch and volume jitter.
# ss_bed_city
Seamlessly looping `city` ambience bed: busy city street ambience, distant traffic hum, passing cars, faint crowd murmur, occasional far horn. Played by an `AmbienceZone` with bed "city" or `Ambience.setBase("city")`.
# ss_vehicles_door_1
Take 1 of 3 of the `vehicles.door` sound effect: a car door closing with a solid thunk. `Sfx.play("vehicles.door")` picks one take at random with a little pitch and volume jitter.
# ss_weapons_explosion_1
Take 1 of 3 of the `weapons.explosion` sound effect: a big explosion with a deep boom and debris. `Sfx.play("weapons.explosion")` picks one take at random with a little pitch and volume jitter.
# ss_magic_buff_1
Take 1 of 3 of the `magic.buff` sound effect: a power up buff spell, ascending magical shimmer. `Sfx.play("magic.buff")` picks one take at random with a little pitch and volume jitter.
# ss_creatures_growl_1
Take 1 of 3 of the `creatures.growl` sound effect: a low menacing monster growl. `Sfx.play("creatures.growl")` picks one take at random with a little pitch and volume jitter.
# ss_weapons_sword_clash_3
Take 3 of 3 of the `weapons.sword_clash` sound effect: two steel swords clashing with a ringing metallic clang. `Sfx.play("weapons.sword_clash")` picks one take at random with a little pitch and volume jitter.
# ss_creatures_growl_3
Take 3 of 3 of the `creatures.growl` sound effect: a low menacing monster growl. `Sfx.play("creatures.growl")` picks one take at random with a little pitch and volume jitter.
# ss_ui_notify_2
Take 2 of 3 of the `ui.notify` sound effect: a friendly two note user interface notification ping. `Sfx.play("ui.notify")` picks one take at random with a little pitch and volume jitter.
# ss_western_action_high
Looping western music for the action (high intensity) state of soundstage's `western` set: epic western showdown music, full orchestra, mariachi trumpets, pounding drums, 150 bpm, climactic. Played by `Music.use("western")`; loops seamlessly.
# ss_step_gravel_boot_1
Take 1 of 4: one footstep of a heavy boot on gravel. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked gravel.
# ss_magic_ice_1
Take 1 of 3 of the `magic.ice` sound effect: an ice spell, crackling freezing crystals forming. `Sfx.play("magic.ice")` picks one take at random with a little pitch and volume jitter.
# ss_weapons_reload_2
Take 2 of 3 of the `weapons.reload` sound effect: a gun magazine reload with mechanical clicks. `Sfx.play("weapons.reload")` picks one take at random with a little pitch and volume jitter.
# ss_impacts_glass_2
Take 2 of 3 of the `impacts.glass` sound effect: a glass bottle shattering. `Sfx.play("impacts.glass")` picks one take at random with a little pitch and volume jitter.
# ss_step_grass_boot_2
Take 2 of 4: one footstep of a heavy boot on grass. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked grass.
# ss_magic_teleport_1
Take 1 of 3 of the `magic.teleport` sound effect: a magical teleport, swirling warp whoosh with a pop. `Sfx.play("magic.teleport")` picks one take at random with a little pitch and volume jitter.
# ss_step_sand_boot_3
Take 3 of 4: one footstep of a heavy boot on sand. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked sand.
# ss_weapons_reload_3
Take 3 of 3 of the `weapons.reload` sound effect: a gun magazine reload with mechanical clicks. `Sfx.play("weapons.reload")` picks one take at random with a little pitch and volume jitter.
# ss_step_metal_barefoot_4
Take 4 of 4: one bare footstep on metal. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked metal.
# ss_cartoon_menu
Looping cartoon music for the menu state of soundstage's `cartoon` set: bouncy cartoon main menu theme, pizzicato strings, glockenspiel, clarinet melody, tuba bass, whimsical, 110 bpm. Played by `Music.use("cartoon")`; loops seamlessly.
# ss_ui_open_2
Take 2 of 3 of the `ui.open` sound effect: a smooth user interface menu panel opening whoosh with a soft chime. `Sfx.play("ui.open")` picks one take at random with a little pitch and volume jitter.
# ss_ui_back_2
Take 2 of 3 of the `ui.back` sound effect: a soft short descending user interface back or cancel blip. `Sfx.play("ui.back")` picks one take at random with a little pitch and volume jitter.
# ss_horror_explore_low
Looping horror music for the explore (low intensity) state of soundstage's `horror` set: horror exploration music, low drones, sparse detuned piano notes, creaking textures, quiet dread, very slow. Played by `Music.use("horror")`; loops seamlessly.
# ss_step_metal_shoe_2
Take 2 of 4: one footstep of a light shoe on metal. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked metal.
# ss_cartoon_action_high
Looping cartoon music for the action (high intensity) state of soundstage's `cartoon` set: big band cartoon showdown music, full brass hits, frantic drums, swirling strings, 170 bpm, slapstick climax. Played by `Music.use("cartoon")`; loops seamlessly.
# ss_impacts_thud_2
Take 2 of 3 of the `impacts.thud` sound effect: a heavy body falling on the ground with a thud. `Sfx.play("impacts.thud")` picks one take at random with a little pitch and volume jitter.
# ss_fantasy_explore_high
Looping fantasy music for the explore (high intensity) state of soundstage's `fantasy` set: orchestral fantasy exploration with rising tension, low cello ostinato, timpani rolls, uneasy horns, harp, 90 bpm, danger nearby. Played by `Music.use("fantasy")`; loops seamlessly.
# ss_step_snow_barefoot_2
Take 2 of 4: one bare footstep on snow. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked snow.
# ss_step_sand_barefoot_2
Take 2 of 4: one bare footstep on sand. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked sand.
# ss_step_snow_barefoot_3
Take 3 of 4: one bare footstep on snow. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked snow.
# ss_step_wood_barefoot_4
Take 4 of 4: one bare footstep on wood. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked wood.
# ss_weapons_sword_clash_2
Take 2 of 3 of the `weapons.sword_clash` sound effect: two steel swords clashing with a ringing metallic clang. `Sfx.play("weapons.sword_clash")` picks one take at random with a little pitch and volume jitter.
# ss_step_metal_boot_3
Take 3 of 4: one footstep of a heavy boot on metal. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked metal.
# ss_step_grass_shoe_4
Take 4 of 4: one footstep of a light shoe on grass. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked grass.
# ss_step_gravel_boot_2
Take 2 of 4: one footstep of a heavy boot on gravel. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked gravel.
# ss_bed_wind
Seamlessly looping `wind` ambience bed: strong howling wind ambience on an open mountain, gusting, whistling. Played by an `AmbienceZone` with bed "wind" or `Ambience.setBase("wind")`.
# ss_weapons_pistol_2
Take 2 of 3 of the `weapons.pistol` sound effect: a single pistol gunshot. `Sfx.play("weapons.pistol")` picks one take at random with a little pitch and volume jitter.
# ss_step_stone_boot_1
Take 1 of 4: one footstep of a heavy boot on stone. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked stone.
# ss_step_sand_shoe_2
Take 2 of 4: one footstep of a light shoe on sand. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked sand.
# ss_step_water_barefoot_2
Take 2 of 4: one bare footstep on water. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked water.
# ss_step_water_shoe_4
Take 4 of 4: one footstep of a light shoe on water. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked water.
# ss_step_metal_barefoot_1
Take 1 of 4: one bare footstep on metal. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked metal.
# ss_horror_action_low
Looping horror music for the action (low intensity) state of soundstage's `horror` set: horror chase music, pounding low drums, screeching violins, frantic pulse, 140 bpm, terror. Played by `Music.use("horror")`; loops seamlessly.
# ss_impacts_stone_1
Take 1 of 3 of the `impacts.stone` sound effect: a heavy rock hitting a stone floor. `Sfx.play("impacts.stone")` picks one take at random with a little pitch and volume jitter.
# ss_vehicles_door_2
Take 2 of 3 of the `vehicles.door` sound effect: a car door closing with a solid thunk. `Sfx.play("vehicles.door")` picks one take at random with a little pitch and volume jitter.
# ss_creatures_wolf_2
Take 2 of 3 of the `creatures.wolf` sound effect: a wolf howling. `Sfx.play("creatures.wolf")` picks one take at random with a little pitch and volume jitter.
# ss_ui_notify_3
Take 3 of 3 of the `ui.notify` sound effect: a friendly two note user interface notification ping. `Sfx.play("ui.notify")` picks one take at random with a little pitch and volume jitter.
# ss_chiptune_explore_low
Looping chiptune music for the explore (low intensity) state of soundstage's `chiptune` set: 8-bit chiptune overworld exploration theme, cheerful square wave lead, bouncy triangle bass, noise drums, 130 bpm, adventurous. Played by `Music.use("chiptune")`; loops seamlessly.
# ss_horror_menu
Looping horror music for the menu state of soundstage's `horror` set: dark horror main menu music, slow out of tune music box melody, eerie low drones, distant piano, unsettling. Played by `Music.use("horror")`; loops seamlessly.
# ss_step_stone_shoe_1
Take 1 of 4: one footstep of a light shoe on stone. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked stone.
# ss_pickups_item_2
Take 2 of 3 of the `pickups.item` sound effect: picking up an item, a soft satisfying pop with a bright sparkle. `Sfx.play("pickups.item")` picks one take at random with a little pitch and volume jitter.
# ss_impacts_glass_3
Take 3 of 3 of the `impacts.glass` sound effect: a glass bottle shattering. `Sfx.play("impacts.glass")` picks one take at random with a little pitch and volume jitter.
# ss_cartoon_explore_high
Looping cartoon music for the explore (high intensity) state of soundstage's `cartoon` set: sneaky cartoon tiptoe music, pizzicato strings, bassoon, wood block, comic suspense, 100 bpm. Played by `Music.use("cartoon")`; loops seamlessly.
# ss_impacts_thud_3
Take 3 of 3 of the `impacts.thud` sound effect: a heavy body falling on the ground with a thud. `Sfx.play("impacts.thud")` picks one take at random with a little pitch and volume jitter.
# ss_step_gravel_shoe_3
Take 3 of 4: one footstep of a light shoe on gravel. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked gravel.
# ss_weapons_arrow_hit_2
Take 2 of 3 of the `weapons.arrow_hit` sound effect: an arrow thudding into a wooden target. `Sfx.play("weapons.arrow_hit")` picks one take at random with a little pitch and volume jitter.
# ss_cozy_explore_low
Looping cozy music for the explore (low intensity) state of soundstage's `cozy` set: cozy acoustic exploration music, nylon guitar, soft rhodes piano, brushed drums, upright bass, 80 bpm, homely and warm. Played by `Music.use("cozy")`; loops seamlessly.
# ss_step_stone_shoe_3
Take 3 of 4: one footstep of a light shoe on stone. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked stone.
# ss_creatures_bird_1
Take 1 of 3 of the `creatures.bird` sound effect: a single bird chirp call. `Sfx.play("creatures.bird")` picks one take at random with a little pitch and volume jitter.
# ss_horror_action_high
Looping horror music for the action (high intensity) state of soundstage's `horror` set: extreme horror climax music, chaotic dissonant orchestra, aggressive percussion, shrieking strings, 150 bpm, panic. Played by `Music.use("horror")`; loops seamlessly.
# ss_impacts_metal_1
Take 1 of 3 of the `impacts.metal` sound effect: a heavy clang hitting a metal plate. `Sfx.play("impacts.metal")` picks one take at random with a little pitch and volume jitter.
# ss_bed_cave
Seamlessly looping `cave` ambience bed: deep cave ambience, dark low rumble, slow water drips echoing, hollow reverberant air. Played by an `AmbienceZone` with bed "cave" or `Ambience.setBase("cave")`.
# ss_step_stone_barefoot_1
Take 1 of 4: one bare footstep on stone. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked stone.
# ss_step_metal_shoe_1
Take 1 of 4: one footstep of a light shoe on metal. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked metal.
# ss_ui_open_1
Take 1 of 3 of the `ui.open` sound effect: a smooth user interface menu panel opening whoosh with a soft chime. `Sfx.play("ui.open")` picks one take at random with a little pitch and volume jitter.
# ss_ui_click_1
Take 1 of 3 of the `ui.click` sound effect: a crisp short user interface button click, plastic tick. `Sfx.play("ui.click")` picks one take at random with a little pitch and volume jitter.
# ss_magic_heal_2
Take 2 of 3 of the `magic.heal` sound effect: a gentle healing spell, soft warm chimes rising. `Sfx.play("magic.heal")` picks one take at random with a little pitch and volume jitter.
# ss_ui_confirm_1
Take 1 of 3 of the `ui.confirm` sound effect: a bright positive user interface confirm chime. `Sfx.play("ui.confirm")` picks one take at random with a little pitch and volume jitter.
# ss_ui_error_2
Take 2 of 3 of the `ui.error` sound effect: a short buzzy negative user interface error sound. `Sfx.play("ui.error")` picks one take at random with a little pitch and volume jitter.
# ss_step_grass_barefoot_1
Take 1 of 4: one bare footstep on grass. Played by soundstage's footsteps whenever a barefoot walker steps on a floor marked grass.
# ss_step_snow_shoe_2
Take 2 of 4: one footstep of a light shoe on snow. Played by soundstage's footsteps whenever a shoe-wearing walker steps on a floor marked snow.
# ss_horror_explore_high
Looping horror music for the explore (high intensity) state of soundstage's `horror` set: rising horror tension music, dissonant string clusters, slow heartbeat pulse, scraping metal textures, building dread. Played by `Music.use("horror")`; loops seamlessly.
# ss_pickups_health_2
Take 2 of 3 of the `pickups.health` sound effect: a health pickup, soft warm rising tone. `Sfx.play("pickups.health")` picks one take at random with a little pitch and volume jitter.
# ss_step_gravel_boot_4
Take 4 of 4: one footstep of a heavy boot on gravel. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked gravel.
# ss_step_stone_boot_3
Take 3 of 4: one footstep of a heavy boot on stone. Played by soundstage's footsteps whenever a boot-wearing walker steps on a floor marked stone.