Sounds & Enum
Two small lookup tables: named sound assets, and grouped names for presets and views.
Looking for overlay presets?
Ready-made overlay sheets, like FireOnScreen and SnowOnScreen, live in MotionFX.Overlays. See Overlay presets.
MotionFX.Sounds
A frozen table of the asset ids the presets use. Use them in your own Sound tracks:
{ Primitive = "Sound", SoundId = MotionFX.Sounds.EarRinging, FadeOut = 1 }
| Key | Asset | Used by |
|---|---|---|
EarRinging | rbxassetid://82739315262957 | Concussion |
EarRingingExtended | rbxassetid://113347275177700 | BrainDamage |
Explosion | rbxassetid://101283581849027 | Explosion |
Earthquake | rbxassetid://135168795797163 | Earthquake |
Shake | rbxassetid://80358114566702 | Shake |
Recoil | rbxassetid://137574744629837 | Recoil |
Heartbeat | rbxassetid://80261660909775 | Heartbeat example |
Blood | rbxassetid://93322613799289 | Blood |
Electricity | rbxassetid://98268070204956 | Electrified example (looped) |
Fire | rbxassetid://7978653185 | FireOnScreen example (looped) |
Snow | rbxassetid://112777481845857 | SnowOnScreen example (looped) |
MotionFX.Enum
Grouped names that resolve to plain strings. MotionFX:Play(FX.Impact.Explosion) and MotionFX:Play("Explosion") do exactly the same thing. The enum only exists for autocompletion and discoverability.
| Group | Entries | Pass to |
|---|---|---|
FX.Impact | Earthquake, Explosion, Shake, Recoil | Play, Stop, GetActive |
FX.Injury | Blood, Concussion, BrainDamage | Play, Stop, GetActive |
FX.View | Default, FirstPerson, ThirdPerson, BackView | SetView, ToggleView |
FX.Primitives | FOV, Position, Rotation, Blur, Color, Vignette, Sound, Overlay | Track Primitive, Apply |
Don't shadow Enum.
Keep the enum in a local named FX, as in local FX = MotionFX.Enum. A local named Enum would hide Roblox's global Enum.KeyCode, Enum.EasingStyle and so on.