Sound Only
Sound Only does not create visible particles. It provides a named effect that can be added to a Scene or Region and matched by a SoundFX rule.
Create the custom effect through Manage User Particle Effects, then select Sound Only from Base Effect.
| Reference | Value |
|---|---|
| Package | FXMaster+ |
| Definition type | Custom particle base |
| Base Effect label | Sound Only |
| Exposed parameters | 2 |
Important controls
Section titled “Important controls”- Sound FX: Allows the Sound Only effect to activate a matching SoundFX rule.
- Sound FX Sounds: Limits the effect to selected sound entries when a matching enabled rule uses Multi-Sound Mode: Manual with at least two configured sounds.
Create and use a Sound Only effect
Section titled “Create and use a Sound Only effect”- Select Manage User Particle Effects from FXMaster Controls.
- Select Add Effect in User Particle Effects.
- Enter a descriptive Custom Particle Name such as
Forest Night,Market Crowd, orDistant Machinery. - Select Sound Only from Base Effect.
- Choose a Group and Icon. No image is required under Textures.
- Select Save.
- Select Manage Sound Effects and create a rule targeting the new effect.
- Add the Sound Only effect through Particle Effects or FXMaster: Particle Effects on a Region.
Name the effect after the environmental state rather than one audio file. The matching SoundFX rule can later change its files, playback mode, level, radius, or Scene scope without renaming the effect.
Scene and Region behavior
Section titled “Scene and Region behavior”The effect follows the normal Scene and Region configuration path, allowing its active state to drive SoundFX matching and suppression. Because it creates no emitters and has no visual fade, enabling or disabling the row does not create a particle transition.
Parameters
Section titled “Parameters”Sound Only intentionally exposes only the SoundFX controls required to activate and refine a matching rule.
Hover or focus an info button to see what the parameter changes on the canvas. Select it to keep the card open. Context badges identify Scene-only and Region-only controls; unbadged parameters are available in both. Hover or focus an availability condition to highlight the parameter that controls it.
| Parameter | Control | Default | Range or choices | Availability |
|---|---|---|---|---|
Sound FX soundFxEnabled | checkbox | On | — | Always |
Sound FX Sounds soundFxManualSoundIds | multi-select | Rule default | — |
Direct-effect API example
Section titled “Direct-effect API example”After a Sound Only definition is created, its generated effect ID can be activated through the Direct Effect API. Replace the placeholder below with the ID used by the custom definition.
const customType = 'your-sound-only-effect-id';
const created = await FXMASTER.api.effects.play({ particles: [{ id: 'apiMacro_soundOnly_p', type: customType, options: { soundFxEnabled: true, }, }],});
await FXMASTER.api.effects.particles.stop(created.particles);For scene targeting, updates, and toggle groups, see the Direct Effect API guide.