EliteFantasy ResourcePack Guide
  • ResourcePack Guide
    • Introduction
    • Beginning
      • lang
      • sounds
      • texts
      • particles
      • atlases
      • fonts
      • blockstates
      • textures
        • Equipment
        • Entity Textures
      • models
        • Blockbench Models
        • ItemsModels & CustomModelData
          • custommodeldata (old)
          • custommodeldata extras (old)
        • Understanding the system the new item system
      • shaders
  • Components Guide
    • Introduction
      • Components
  • Discord
    • Discord
Powered by GitBook
On this page
  1. ResourcePack Guide
  2. Beginning

sounds

In minecraft you can add your own sounds as well as modify them.

πŸ“¦resource_pack.zip
  └── πŸ“assets
       └── πŸ“minecraft
           β”œβ”€β”€πŸ“sounds
           β”‚  └── πŸ“liminality
           β”‚       β”œβ”€β”€ πŸ“‘valve_water.ogg
           β”‚       └── πŸ“‘lobby_song.ogg
           └── πŸ“‘sounds.json
{
    "liminality.lobby_song": {
        "category": "ambient",
        "sounds": [
            "minecraft:liminality/lobby_song"
        ]
    },
    "liminality.valve_water": {
        "category": "block",
        "sounds": [
            "minecraft:liminality/valve_water"
        ]
    }
}
Parameter
Description

category

The category of sound type which is, in any case, the one that can be decreased or increased at the user's options choice

sounds

the sound path, in this case it refers to assets/minecraft/sounds/liminality/

replace

True if the sounds listed in sounds should replace the sounds listed in the default sounds.json for this sound event. False if the sounds listed should be added to the list of default sounds.

subtitle

Sounds Options

These are more specific options that you can modify within the sound field

Parameter
Description

name

The path to this sound file from the "namespace/sounds" folder (excluding the .ogg file extension). The namespace defaults to minecraft but it can be changed by prepending a namespace and separating it with a :. Uses forward slashes instead of backslashes. May instead be the name of another sound event (according to value of "type"). If the sound file has one channel (mono), it can be played locationally (sound volume decreases the farther you are from the source). If the file has two channels (stereo), the volume does not change (for example music, ambient sounds).

volume

The volume for playing this sound. Value is a decimal greater than 0.0. If undefined, defaults to 1.0.

pitch

Plays the pitch at the specified value. Value is a decimal greater than 0.0. If undefined, defaults to 1.0, but higher and lower values can be chosen.

weight

The chance that this sound is selected to play when this sound event is triggered. Defaults to 1. An example: putting 2 in for the value would be like placing in the name twice. Only accepts integers.

stream

true/false. True if this sound should be streamed from its file. It is recommended that this is set to "true" for sounds that have a duration longer than a few seconds to avoid lag. Used for all sounds in the "music" and "record" categories (except Note Block sounds), as (almost) all the sounds that belong to those categories are over a minute long. Optional. If undefined, defaults to "false". Setting this to false allows many more instances of the sound to be ran at the same time while setting it to true only allows 4 instances (of that type) to be ran at the same time.

attenuation_distance

Modify sound reduction rate based on distance. Used by portals, beacons, and conduits. Defaults to 16.

preload

true/false. True if this sound should be loaded when loading the pack instead of when the sound is played. Used by the underwater ambience. Defaults to "false".

type

Two values are available: "file" and "event"; "file" causes the value of "name" to be interpreted as the name of a file, while "event" causes the value of "name" to be interpreted as the name of an already defined event. If undefined, defaults to "file".

πŸ“‘The root Object.
  └── πŸ“‘<sound_name>
       β”œβ”€β”€ πŸ“‘replace:
       β”‚    β”œβ”€β”€ true
       β”‚    └── false
       β”œβ”€β”€ πŸ“‘subtitle
       β”‚    └── "name"
       β”‚         
       └── πŸ“‘sounds
           └── πŸ“‘A sound file
                β”œβ”€β”€ πŸ“‘path
                β”‚     └── "minecraft:liminality/valve_water"
                β”œβ”€β”€ πŸ“‘name
                β”‚     └── "liminality.valve_water"
                β”œβ”€β”€ πŸ“‘volume
                β”‚     └── 1
                β”œβ”€β”€ πŸ“‘pitch
                β”‚     └── 1
                β”œβ”€β”€ πŸ“‘weight
                β”‚     └── 1
                β”œβ”€β”€ πŸ“‘stream
                β”‚     β”œβ”€β”€ true
                β”‚     └── false
                β”œβ”€β”€ πŸ“‘attenuation_distance
                β”‚    └── 16
                β”œβ”€β”€ πŸ“‘preload
                β”‚    β”œβ”€β”€ true
                β”‚    └── false
                └── πŸ“‘type
                     β”œβ”€β”€ file
                     └── event
{
    "liminality.valve_water": {
        "category": "block",
        "replace": false,
        "subtitle": "valve_water",
        "sounds": [
            {
                "name": "minecraft:liminality/valve_water",
                "replace": false,
                "volume": 1,
                "weight": 3,
                "steam": true,
                "attenuation_distance": true,
                "preload": false,
                "type": "event"
            },
            "minecraft:liminality/valve_water"
        ]
    },
    "mob.zombie.hurt": {
        "category": "hostile",
        "replace": true,
        "sounds": [
            {
                "name": "random.burp",
                "type": "event",
                "weight": 6
            },
            "mob/zombie/hurt1",
            "mob/zombie/hurt2",
            "mob/zombie/hurt3",
            "mob/zombie/hurt4"
        ]
    }
}
PreviouslangNexttexts

Last updated 3 months ago

Translated as the subtitle of the sound if Show Subtitles is enabled ingame. Accepts and displays them properly in-game. Optional.

the list of categories is

here
formatting codes