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 }
KeyAssetUsed by
EarRingingrbxassetid://82739315262957Concussion
EarRingingExtendedrbxassetid://113347275177700BrainDamage
Explosionrbxassetid://101283581849027Explosion
Earthquakerbxassetid://135168795797163Earthquake
Shakerbxassetid://80358114566702Shake
Recoilrbxassetid://137574744629837Recoil
Heartbeatrbxassetid://80261660909775Heartbeat example
Bloodrbxassetid://93322613799289Blood
Electricityrbxassetid://98268070204956Electrified example (looped)
Firerbxassetid://7978653185FireOnScreen example (looped)
Snowrbxassetid://112777481845857SnowOnScreen 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.

GroupEntriesPass to
FX.ImpactEarthquake, Explosion, Shake, RecoilPlay, Stop, GetActive
FX.InjuryBlood, Concussion, BrainDamagePlay, Stop, GetActive
FX.ViewDefault, FirstPerson, ThirdPerson, BackViewSetView, ToggleView
FX.PrimitivesFOV, Position, Rotation, Blur, Color, Vignette, Sound, OverlayTrack 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.