# AnimationDirector ## Sound Library Open **Sound Library...** in the keyframe panel or **Tools > AnimationDirector Anims**. Select a NoN mod JAR/ZIP or a folder containing `assets` once. The plugin remembers this source and also reads sound registries from your configured **Pack Folders**. Pack folders use their configured priority, followed by the selected sound source. No sound assets are downloaded or bundled into the plugin. Search sound IDs, select a result and press **Play** (or double-click it) to audition. **Apply to Selected / Insert** changes the first cue of selected sound keyframes, or inserts at the playhead when no sound keyframe is selected. **Insert at Playhead** always inserts; existing cues at that time are retained. Recognized sound cues are automatically linked to timeline audio when importing animations, opening projects or selecting animations. Select the sound source first, or select it afterwards to map already imported animations. **Refresh** reloads changed files. Manually assigned audio previews and unknown gameplay cues are preserved. **Reactive preview** selects representative Dry/Wet/Full/Peak audio for `reactiveimpact`. `reactiveimpact_silent` has no audio. Random sound events/pools use the first available sample. These previews do not simulate gameplay; exported animation cue IDs remain unchanged. Blockbench's native timeline player previews the first cue at a sound keyframe; additional simultaneous cues still export normally. Sound browsing requires Blockbench Desktop. Preview audio is loaded on demand, cached with a 64 MiB limit, and kept out of exported animation JSON.