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Tutorials for Minecraft 1.14

Documentation

tutorial:sounds

Playing Sounds

Ready to replace those zombie sounds with your own sounds? You've come to the right place.

Playing a pre-existing sound

Playing a pre-exisiting sound is fairly simple. Make sure you are on the logical server and call world.playSound like so:

if (!world.isClient) {
      world.playSound(
              null, // Player - if non-null, will play sound for every nearby player *except* the specified player
              blockPos, // The position of where the sound will come from
              SoundEvents.BLOCK_ANVIL_LAND, // The sound that will play, in this case, the sound the anvil plays when it lands.
              SoundCategory.BLOCKS, // This determines which of the volume sliders affect this sound
              1f, //Volume multiplier, 1 is normal, 0.5 is half volume, etc
              1f // Pitch multiplier, 1 is normal, 0.5 is half pitch, etc
      );
}

You can do this when the block is right clicked for example, by overriding onUse:

public class ExampleBlock extends Block {
    [...]
 
    @Override
    public ActionResult onUse(BlockState blockState, World world, BlockPos blockPos, PlayerEntity placedBy, Hand hand, BlockHitResult blockHitResult) {
        if (!world.isClient) {
            world.playSound(null, blockPos, SoundEvents.BLOCK_ANVIL_LAND, SoundCategory.BLOCKS, 1f, 1f);
        }
 
        return false;
    }
}

Adding a custom sound

There's some extra steps involved in playing a sound that's not already in the game. We'll add a “punch” sound, that is available under CC0 here for the example.

Step 1: Add your .ogg sound file

To play a sound, you first need a sound file. Minecraft uses the .ogg file format for those. If your sound file is in a different format (like the one in the provided link), you can use an online converter to convert from your format to .ogg. Now put your .ogg file in the resources/assets/modid/sounds folder. In the example case the file will be resources/assets/tutorial/sounds/my_sound.ogg.

Step 2: Add a sounds.json file, or add to it if you already have one

Under resources/assets/modid add a new file named sounds.json, if you do not have one yet. Then add a new object entry with the name of your sound, and the sound's identifier in “sounds”, for example:

resources/assets/tutorial/sounds.json
{
  "my_sound": {
    "sounds": [
      "tutorial:my_sound"
    ]
  }
}

You can also add a subtitle to your sound. The subtitle is a translation key, which should go in your language file.

resources/assets/tutorial/sounds.json
{
  "my_sound": {
    "subtitle": "subtitles.tutorial.my_sound",
    "sounds": [
      "tutorial:my_sound"
    ]
  }
}

See the Minecraft Wiki for more details about sounds.json.

Step 3: Create your sound event

Simply create a new instance of SoundEvent with the identifier modid:sound_name, for example:

public class ExampleMod {
    [...]
    public static final Identifier MY_SOUND_ID = new Identifier("tutorial:my_sound");
    public static SoundEvent MY_SOUND_EVENT = new SoundEvent(MY_SOUND_ID);
}

Step 4: Register your sound event

Register your sound event under the SOUND_EVENT registry:

@Override
public void onInitialize(){
     [...]
     Registry.register(Registry.SOUND_EVENT, ExampleMod.MY_SOUND_ID, MY_SOUND_EVENT);
} 

Step 5: Use your sound event

Use the sound event just like we explained at the start (onUse is just an example, use it anywhere you have access to World instance):

public class ExampleBlock extends Block {
    @Override
    public ActionResult onUse(BlockState blockState, World world, BlockPos blockPos, PlayerEntity placedBy, Hand hand, BlockHitResult blockHitResult) {
        if (!world.isClient) {
            world.playSound(
                    null, // Player - if non-null, will play sound for every nearby player *except* the specified player
                    blockPos, // The position of where the sound will come from
                    ExampleMod.MY_SOUND_EVENT, // The sound that will play
                    SoundCategory.BLOCKS, // This determines which of the volume sliders affect this sound
                    1f, //Volume multiplier, 1 is normal, 0.5 is half volume, etc
                    1f // Pitch multiplier, 1 is normal, 0.5 is half pitch, etc
            );
        }
        return false;
    }
}

You should now hear a punch sound when you right click your block!

Troubleshooting

Don't hear anything? Try:

  • Turning up your in-game volume sliders.
  • Deleting the output directory.
tutorial/sounds.txt · Last modified: 2020/06/20 04:04 by hydos