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