Here is how sound could be implemented in TPT
1. For water, if a certain amount of water pixels are touching, play a water flowing sound.
2. For fire, if there are enough pixels of fire in the game, play a fire sound, the more pixels, the louder the sound.
3. For explosives play an exploding sound when it goes off, volume dependant on amount of explosive
4. For firework, when it goes of, play firework sound
5.stickman running sound,(when STMN is in the game and on the ground) jumping, shooting elements
6. When placing powders, play powder sound, placing solids, solid sound, and when placing liquid play liquid sounds
If sound is implemented this way, not coded into the partical's code but depent on how many particals are grouped together, then implementing sound would be possible.
The way that would work is if there is pressure anywhere, then it will play a wind sound, which becomes louder the higher the pressure. For instance, if there was 50 pressure, then the sound would play at normal volume, but if the pressure was 100, the sound would play twice as fast and twice as loud.
Another idea: A NOTE eement. When sparked, pays a sound. Volume is determined by temperature, pitch by tmp.
You can also play element sounds by changing tne NOTE's ctype (for exampe, NOTE(WATR) plays a running water sound).
Sound has its own subsection on the Rejected Element List.
This will never be added, bombs may deafen players