Source-checkedQuality of life & UI

Reactive Sound Events

by JulianFVM · for Project Zomboid

https://i.imgur.com/A7PzGG7.png A complete overhaul of the meta-event system. Sounds now react to the world, spawn physical scenes you can investigate, and tell a story through a new survivor radio…

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10d agoLast updated
Steam WorkshopSource

About Reactive Sound Events

From Steam Workshop

https://i.imgur.com/A7PzGG7.png A complete overhaul of the meta-event system. Sounds now react to the world, spawn physical scenes you can investigate, and tell a story through a new survivor radio…

A complete overhaul of the meta-event system. Sounds now react to the world, spawn physical scenes you can investigate, and tell a story through a new survivor radio station. The sounds adapt to time, weather, location, and your playstyle.
When you hear a distant sound, something actually happened there. Go find out what — if you dare. [h3]Scene Types[/h3] [list] [*] Gunfight: Battle aftermaths with weapons and ammo. [*] Vehicle Crash: Wrecked cars with lootable trunks and gloveboxes. [*] Campsite: Campsites and evidence of other survivors. [*] And more... [/list] Scenes only happen where you can get to them: never in rivers or lakes, and never across the Ohio river. Crashed cars always land on a road.
A directional on-screen marker shows where the sound came from. It shows up again when you get close to a scene, pointing to where the scene actually spawned. [h3]Indicator Features[/h3] [list] [*] Directional: The marker points in the direction of the sound. [*] Scene Radius: Shows up when you get close to a scene, and hides itself when you arrive. [*] Distance: Optionally shows how many meters away the point is. [*] Customizable: A color per event, opacity, and duration (up to 10 minutes) in Mod Options. [*] Movable: Drag it anywhere on the screen. Double-click it to hide it. [/list]
A survivor radio station broadcasting from Knox County on 112.4 MHz. Tune in to hear from Marcus, Jenna, and Ray—three survivors with their own personalities, perspectives, and struggles. [h3]Broadcast Schedule[/h3] [list] [*] 7:00 AM — Morning Show with survival tips and skill lessons. [*] 1:00 PM — Midday broadcast with scene reports / story progression. [*] 7:00 PM — Evening broadcast with scene reports / story progression. [/list] [h3]Features[/h3] [list] [*] Tactical Intel: Hosts report coordinates of nearby scenes. Right-click a radio playing 112.4 MHz (in your hands, on your belt, in the world, or in your vehicle) to Mark Intel on your map. Markers show what was reported and when, and stay until you remove them. In multiplayer, each player has their own. [*] Which Radios?: Regular radios only reach 108 MHz. Use a walkie-talkie, a ham radio, or the radio of a police car, ambulance or other service vehicle. [*] Learn & Survive: Pay attention. The hosts share survival tips that can actually teach your character new skills. [*] Evolving Narrative: Follow their story over 90+ in-game days. Listen as they adapt, fight, and face the horrors of the Exclusion Zone. [/list]
Your character is part of this world, not above it. Reactions include: [list] [*] Panic: Loud events will increase your panic level. Cowardly characters suffer more. [*] Wake Up: Events near you can wake you up. Restless sleepers beware. [*] Zombie Hearing: Zombies also hear these sounds and may investigate the source. [*] Adaptation: A veteran survivor (high days survived) won't panic as easily as a fresh spawn. You get used to the horror. [/list]
[h2]MULTIPLAYER[/h2] Everything works in multiplayer: sounds, the indicator, the radio, physical scenes and Mark Intel. [list] [*] Shared Scenes: Scenes spawn on the server. Every player finds the same thing, and it's still there after reconnecting. [*] Everyone Nearby: When a scene spawns, every player within about 90 tiles gets the heads-up. [*] Your Own Intel: Each player marks what they heard on their own radio and sees only their own markers. [/list] Tested on hosted (non-dedicated) servers. Dedicated servers run the same code but haven't been tested yet: let me know how it goes!
[h2]FEATURES[/h2] [list] [*] 7 Event Types — Gunfight, Gunshot, Scream, vehicle Crash, Animal, Weather, Zombie. [*] Physical Scenes — Investigate the aftermath of events. [*] Visual Sound Indicator — Know where the sound came from. [*] Knox Relay Radio — In-game broadcasts with intel and story. [*] Multiplayer — Scenes, radio and Mark Intel for every player. [*] Deep Configuration — 50+ sandbox options to tweak every aspect. [/list]
[h2]COMPATIBILITY[/h2] [list] [*] Works in 42.21.0 [*] Build 42.13+ REQUIRED (visit Reactive Sound Events (Legacy) for Build 41 / Build 42.12 or less) [*] Versions 1.2.0 and newer need Build 42.21. On 42.13 to 42.20 the game loads version 1.1.1 automatically. [*] Multiplayer SUPPORTED — Hosted and dedicated servers, scenes included (dedicated pending testing). [/list] [h3]WITH OTHER MODS[/h3] [list] [*] Weapon Mods — The mod will automatically detect and add modded RANGED weapons to the appropriate weapon pools. No manual configuration is required. [*] Vehicle Mods — The mod will automatically detect and add modded vehicles to the appropriate vehicle pools. No manual configuration is required. [*] Map Mods — Events work on any map. On the vanilla map nothing across the Ohio river is reachable, so events never happen there. If your map mod adds content on that side, enable Allow Events Across the Ohio River in Sandbox Options. [/list]
[h2]CREDITS[/h2] [list] [*]The Indie Stone — Project Zomboid [*]Sound Assets — SonidosparavideosSINCOPYRIGHT, Sound Effects Library: Tema, squareal, STALKER Anomaly

Read the full description on Steam Workshop →

Highlights

From source data

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 10d ago.

Reactive Sound Events on Nxeon

From our catalogue
One-click install
Supported on Nxeon Project Zomboid servers. We download it from Steam Workshop, place it, and restart the server.
Server load
light
Smallest plan we suggest
Project Zomboid — 6 GB (6 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
2026-10-24, released 2026-10-24

Game versions by loader

LoaderGame versionsNewest
Workshop

From 3 recorded builds of Reactive Sound Events.

Recent builds

BuildReleasedGame versionsLoaders
2026-10-242026-10-24n/aWorkshop
2026-10-192026-10-19n/aWorkshop
2026-03-162026-03-16n/aWorkshop

Run Reactive Sound Events on a Project Zomboid server

Pick a server or deploy a new one above; it is installed in one click.

What kind of mod it is

From the catalog
Listed on Steam Workshop as “QoL”

Quality of life & UI

Small conveniences, tweaks and interface improvements players notice straight away.

Compatibility

Game
Project Zomboid

Verified at the source

  • ✓Steam WorkshopOfficial listing, checked 2026-11-01Open ↗
  • ✓AuthorJulianFVM, as published on Steam Workshop
  • ✓LicenseNot published by the sourceFree

Reactive Sound Events, answered

Generated from the mod’s own source data.

Is it free?

Yes. Reactive Sound Events is free to download from Steam Workshop.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run Reactive Sound Events on a Project Zomboid server.

Deploy in about a minute from $9.00 a month, then add Reactive Sound Events in one click.