DS3-Sounds-Types
Dark Souls III categorizes its sound into different types, denoted by a letter. Sound files are found in Game > Sound, and are contained within sound banks (.fsb). The Dark Souls Sound Inserter (DSSI) is the easiest way to view and modify these.
Sound Type | Associated Banks | Description |
---|---|---|
Ambient (a) | sm | Ambient sound, like wind, water drips, and cave sounds. |
BGM (m) | sm, smain | Music. |
Body (b) | ? | ?. Japanese text translates to "Armor Material Dependent" (床材質依存) |
CharacterMotion (c) | c####, main, smain | Sounds made by the character associated with the ID. |
Foot Effect (e) | main | Sounds made by feet when moving. |
FrontEnd (f) | main | FrontEnd sounds. For example, moving in an item menu. |
Ghost (g) | ? | ? |
Material (z) | main | ? |
Multi-channel Streaming (y) | xm | ? Sounds like ambience. |
Object (o) | m, main, sm | Sounds associated with objects. |
PolyGeki (p) | m, rm | Sound in cutscenes, plus some other sounds (?). |
SFX (s) | m, main, sm, smain | General sounds, including spells, status effects, etc. |
Voice (v) | main, smain, vm | Sound used in voice lines. |
XMaterial (x) | ? | Material-dependent sounds. Japanese text translates to "Floor Material Dependent" (床材質依存) |
Sound Bank | Description |
---|---|
c#### | Contains sounds associated with characters. |
m## | Contains map-bound sounds. |
main | Contains variety of sounds that can be played in any map. There are 3 total: one for base game, and one for each of the DLCs. |
sm | Mostly contains ambience and music. A couple of other sound types can occasionally be found here. |
smain | Contains sounds that play in the startup menu, plus some more (?). There are 2 total: one for base game, and one for DLC1. |
rm | Contains sound used cutscenes (remo), plus some more (?). |
vm | Contains sound used in voice lines. |
xm | Contains multi-channel streaming sounds. |
***Note that, with the exception of main sound banks, sound banks are either character or map-bound, meaning they will not play unless the character is loaded in or the player is in the associated map, respectively.