The name is usually separated in categories (such as entity.enderman.stare). All default sound events are listed in the table below. (To get a different namespace than minecraft the file'll need to be under a different namespace; not defining it here.).
replace: true/false. Used only in resource packs. True if the sounds listed in sounds should replace the sounds listed in the default sounds.json for this sound event.
Download high quality royalty free sounds in wav format. Free sound effects. Recorded and produced by Orange Free Sounds.
False if the sounds listed should be added to the list of default sounds. If undefined, defaults to 'false'. subtitle: Will be translated as the subtitle of the sound if Show Subtitles is enabled ingame. sounds: The sound files this sound event uses.
One of the listed sounds is randomly selected to play when this sound event is triggered. The path to a sound file from the ' namespace/sounds' folder. Uses forward slashes. A sound file. This Object is used only when the sound requires additional Strings. name: The path to this sound file from the ' namespace/sounds' folder. Uses forward slashes instead of backslashes.
May also be the name of another sound event. volume: The volume this sound will be played at. Value is a decimal between 0.0 and 1.0. If undefined, defaults to 1.0. pitch: Plays the pitch at the specified value. If undefined, defaults to 1.0, but higher and lower values can be chosen. weight: The chance that this sound will be 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. 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.
attenuationdistance: Modify sound reduction rate based on distance. Used by portals, beacons, and conduits.
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: 'sound' and 'event'; 'sound' plays from the name of the file, while 'event' plays from an already defined event. If undefined, defaults to 'sound'.
An example of a pre-1.10 sounds.json can be found. Dinnerbone's pre-1.10 specifications can be found. Sound events A sound event is linked to one or more in-game events. Two sound events may share the same sound file, but correspond to different in-game events and/or belong to different sound categories.
A few valid sound events aren't included in sounds.json, while others don't have an in-game event associated with them. Any sound event that lacks an in-game event can be played only with /. All default sound events, the sounds they use, the category they belong to, the that plays at that event, and the in-game events they are triggered by are listed in the following table.
This section needs updating. Description: Does not include blocks added in 1.13 The sound system divides all blocks into categories to determine which sounds play when a block is placed, destroyed, or walked on. Slime Blocks are not included in the following table because they have unique digging and step sounds.
Category Blocks Notes cloth Wool Cactus Cake Carpet Fire Fire's destruction sound is random.fizz instead of dig.cloth. Grass Grass Block Sponge Wet Sponge Leaves Tall Grass Fern Dead Bush Flowers Brown Mushroom Red Mushroom TNT Wheat Sugar Canes Vines Mycelium Lily Pad Carrots Potatoes Hay Bale Lily Pads have unique placing sounds; Wheat, Carrots, and Potatoes do not make a sound when placed.