![]() ![]() In Java Edition, values less than 0.5 are equivalent to 0.5. In Java Edition, it must be between 0.0 and 2.0 (inclusive). Must be a Single-precision floating-point format number. In Java Edition, it must be greater than or equal to 0.0.īE: pitch: float: float Specifies the pitch and speed of the sound. For values equal to or less than 0, no player can hear the sound. There is always a gradual falloff to silence based on distance from the center of the sphere. For values greater than 1, the sound does not actually grow louder, but its audible range (a 16-block radius at 1) is multiplied by volume. For values less than 1, the volume diminishes. Accepts tilde and caret notations.īE: volume: float: float Specifies the distance that the sound can be heard. Must be a three-dimensional coordinates with floating-point number elements. And the target selector must /should be of player type.īE: position: x y z: CommandPositionFloat Specifies the position to play the sounds from. Must be a player name, a target selector or a UUID. Must be master, music, record, weather, block, hostile, neutral, player, ambient, or voice.īE: player: target: CommandSelector Specifies the sound's target. JE: Specifies the music category and options the sound falls under. File names are not used by this command it strictly uses the events defined in sounds.json (which may not even be similar to the original file names and paths), and thus a resource pack adding new sound files must define events for them (this is not necessary when replacing old sounds already defined in events). Resource packs may add their own events to sounds.json the command successfully plays these. For example, the sound event plays one of several pig sounds at random, because the event has multiple sounds associated with it. A sound event may be affiliated with multiple sounds, and the sound that is actually produced is chosen at random from them, modified by their "weight", just as the game normally would. Should be a Sound Event defined in sounds.json (for example, ). In Java Edition, must be a resource location which will be resolved during command execution into unregistered content or client-side content. Should be a sound event defined in sound_definitions.json (for example, ). In Bedrock Edition, it must be either a single word (no spaces) or a quoted string. Ok, now you have the assets folder in your resourcepack.Playsound ArgumentsīE: sound: string: basic_string Specifies the sound to play. And there, copy the assets folder and paste it in your resourcepack folder. Ok, if you want to change the textures of minecraft too so choose versions, the version where you'll make the resourcepack and later open the executable jar file with WinRAR or your folder explorer. ![]() Open it and there is all the minecraft information. Search %appdata% in your PC and open the folder. Just create a folder with the resourcepack name. For make this you only need a file converter, I use a website in the link here, a computer, obviously, and a voice recorder. And you ask yourself "How do they do that?" (Not for the ones who know how). So this is very useful but there are some maps with new sounds different from the ones that minecraft has. You only have to change the playsound name for a different sound. ![]() Isn't it? And you know you can execute a sound with this command: /playsound ~ ~ ~ 90 1 1 I think you know about the playsound command. And I'll post this thread in mapping forum and resourcepacks forum later. But it is very useful for map makers or resourcepack makers and you're free to watch the thread. I'll tell you first that this tutorial is outside minecraft and sometimes inside. ![]()
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