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Minecraft:Sounds.json: Difference between revisions

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{{lowercase}}
{{MC/Lowercase}}
'''<code>sounds.json</code>''' ('''<code>sound_definitions.json</code>''' {{in|be}}) is a file used by the sound system in resource packs which tells the sound system what sound files to play when a sound event is triggered by one or more in-game events. This file is located in {{cd|assets/<namespace>}} in resource packs, and the default file is located in {{cd|.minecraft/assets/objects}} ({{cd|assets/resource_packs/vanilla/sounds}} {{in|be}}), and its hashed name can be found by looking it up in the file {{cd|.minecraft/assets/indexes/<''version''>.json}}.
'''<code>sounds.json</code>''' ('''<code>sound_definitions.json</code>''' {{MC/In|be}}) is a file used by the sound system in resource packs which tells the sound system what sound files to play when a sound event is triggered by one or more in-game events. This file is located in {{MC/Cd|assets/<namespace>}} in resource packs, and the default file is located in {{MC/Cd|.minecraft/assets/objects}} ({{MC/Cd|assets/resource_packs/vanilla/sounds}} {{MC/In|be}}), and its hashed name can be found by looking it up in the file {{MC/Cd|.minecraft/assets/indexes/<''version''>.json}}.


Since file {{cd|.minecraft/assets/objects}} is obfuscated, one can find in Tutorial:Sound directory some methods to extract the sound.json and the '''sound directory''', where all sounds and music are stored.
Since file {{MC/Cd|.minecraft/assets/objects}} is obfuscated, one can find in Tutorial:Sound directory some methods to extract the sound.json and the '''sound directory''', where all sounds and music are stored.


== File structure ==
== File structure ==
=== ''Java Edition'' ===
=== ''Java Edition'' ===
This file is stored in JSON format, but is represented here using NBT.<div class="treeview">
This file is stored in JSON format, but is represented here using NBT.<div class="treeview">
*{{nbt|compound}} The root Object.
*{{MC/Nbt|compound}} The root Object.
**{{nbt|compound|''Sound Event''}}: A sound event. The name is usually separated in categories (such as {{cd|entity.enderman.stare}}). All default sound events are listed in the table below. (To get a different namespace than {{cd|minecraft}} the file must be under a different namespace; not defining it here.)
**{{MC/Nbt|compound|''Sound Event''}}: A sound event. The name is usually separated in categories (such as {{MC/Cd|entity.enderman.stare}}). All default sound events are listed in the table below. (To get a different namespace than {{MC/Cd|minecraft}} the file must be under a different namespace; not defining it here.)
***{{nbt|boolean|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. False if the sounds listed should be added to the list of default sounds. Optional. If undefined, defaults to "false".
***{{MC/Nbt|boolean|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. False if the sounds listed should be added to the list of default sounds. Optional. If undefined, defaults to "false".
***{{nbt|string|subtitle}}: Translation key for the subtitle of the sound. Accepts formatting codes and displays them properly in-game. Optional. If not specified, the sound event is not displayed in closed captions.
***{{MC/Nbt|string|subtitle}}: Translation key for the subtitle of the sound. Accepts formatting codes and displays them properly in-game. Optional. If not specified, the sound event is not displayed in closed captions.
***{{nbt|list|sounds}}: The sound files this sound event uses. One of the listed sounds is randomly selected to play when this sound event is triggered. Optional.
***{{MC/Nbt|list|sounds}}: The sound files this sound event uses. One of the listed sounds is randomly selected to play when this sound event is triggered. Optional.
****{{nbt|string}} The path to a sound file from the "''namespace''/sounds" folder (excluding the .ogg file extension). Uses forward slashes. The namespace defaults to {{cd|minecraft}} but it can be changed by prepending a namespace and separating it with a {{cd|:}}.
****{{MC/Nbt|string}} The path to a sound file from the "''namespace''/sounds" folder (excluding the .ogg file extension). Uses forward slashes. The namespace defaults to {{MC/Cd|minecraft}} but it can be changed by prepending a namespace and separating it with a {{MC/Cd|:}}.
****{{nbt|compound}} A sound file. This Object is used only when the sound requires additional Strings.
****{{MC/Nbt|compound}} A sound file. This Object is used only when the sound requires additional Strings.
*****{{nbt|string|name}}: The path to this sound file from the "''namespace''/sounds" folder (excluding the .ogg file extension). The namespace defaults to {{cd|minecraft}} but it can be changed by prepending a namespace and separating it with a {{cd|:}}. 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). Names are also not allowed to contain whitespace characters.<ref name="ignore">'''Failure to follow this guideline in at least one entry will result in the entire sounds.json being ignored, in favor of vanilla sounds.'''</ref>
*****{{MC/Nbt|string|name}}: The path to this sound file from the "''namespace''/sounds" folder (excluding the .ogg file extension). The namespace defaults to {{MC/Cd|minecraft}} but it can be changed by prepending a namespace and separating it with a {{MC/Cd|:}}. 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). Names are also not allowed to contain whitespace characters.<ref name="ignore">'''Failure to follow this guideline in at least one entry will result in the entire sounds.json being ignored, in favor of vanilla sounds.'''</ref>
*****{{nbt|float|volume}}: The volume for playing this sound. Value is a decimal greater than 0.0.<ref name="ignore"/> If undefined, defaults to 1.0.
*****{{MC/Nbt|float|volume}}: The volume for playing this sound. Value is a decimal greater than 0.0.<ref name="ignore"/> If undefined, defaults to 1.0.
*****{{nbt|float|pitch}}: Plays the pitch at the specified value. Value is a decimal greater than 0.0.<ref name="ignore"/> If undefined, defaults to 1.0, but higher and lower values can be chosen.
*****{{MC/Nbt|float|pitch}}: Plays the pitch at the specified value. Value is a decimal greater than 0.0.<ref name="ignore"/> If undefined, defaults to 1.0, but higher and lower values can be chosen.
*****{{nbt|int|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. Exceeding the 32-bit integer limit will cause the file to fail. Cannot be 0.
*****{{MC/Nbt|int|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. Exceeding the 32-bit integer limit will cause the file to fail. Cannot be 0.
*****{{nbt|boolean|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.
*****{{MC/Nbt|boolean|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.
*****{{nbt|integer|attenuation_distance}}: Modify sound reduction rate based on distance. Used by portals, pistons, beacons, and conduits. Defaults to 16. Exceeding the 32-bit integer limit will cause the file to fail. Cannot be 0.
*****{{MC/Nbt|integer|attenuation_distance}}: Modify sound reduction rate based on distance. Used by portals, pistons, beacons, and conduits. Defaults to 16. Exceeding the 32-bit integer limit will cause the file to fail. Cannot be 0.
*****{{nbt|boolean|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".
*****{{MC/Nbt|boolean|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".
*****{{nbt|string|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".
*****{{MC/Nbt|string|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".
</div>
</div>


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=== ''Bedrock Edition'' ===
=== ''Bedrock Edition'' ===
{{Info needed section|descriptions and verification of some parameters}}
{{MC/Info needed section|descriptions and verification of some parameters}}
{{verify}}
{{MC/Verify}}
; 1.14.0
; 1.14.0
<div class="treeview">
<div class="treeview">
*{{nbt|compound}}: The root Object.
*{{MC/Nbt|compound}}: The root Object.
**{{nbt|string|format_version}}: Always set to {{cd|1.14.0}} or {{cd|1.20.20}}.
**{{MC/Nbt|string|format_version}}: Always set to {{MC/Cd|1.14.0}} or {{MC/Cd|1.20.20}}.
**{{nbt|compound|sound_definitions}}
**{{MC/Nbt|compound|sound_definitions}}
***{{nbt|compound|''Sound Event''}}: A sound event. The name is usually separated in categories (such as {{cd|mob.endermen.stare}} or {{cd|step.stone}}). All default sound events are listed in the table below.
***{{MC/Nbt|compound|''Sound Event''}}: A sound event. The name is usually separated in categories (such as {{MC/Cd|mob.endermen.stare}} or {{MC/Cd|step.stone}}). All default sound events are listed in the table below.
****{{nbt|string|category}}: What volume slider affects this sound event. Can be {{cd|d=or|ui|music|record|weather|hostile|neutral|player|block|ambient|voice|sound}}. Defaults to "sound".
****{{MC/Nbt|string|category}}: What volume slider affects this sound event. Can be {{MC/Cd|d=or|ui|music|record|weather|hostile|neutral|player|block|ambient|voice|sound}}. Defaults to "sound".
****{{nbt|int}}{{nbt|float|min_distance}}: The distance at which the sound's volume starts to attenuate (fade off)
****{{MC/Nbt|int}}{{MC/Nbt|float|min_distance}}: The distance at which the sound's volume starts to attenuate (fade off)
****{{nbt|int}}{{nbt|float|max_distance}}: The distance at which the sound can no longer be heard.
****{{MC/Nbt|int}}{{MC/Nbt|float|max_distance}}: The distance at which the sound can no longer be heard.
****{{nbt|list|sounds}}: The sounds used by this sound event.
****{{MC/Nbt|list|sounds}}: The sounds used by this sound event.
*****{{nbt|string|name}}: The path to this sound file from the resource pack folder (excluding the file extension).
*****{{MC/Nbt|string|name}}: The path to this sound file from the resource pack folder (excluding the file extension).
*****{{nbt|compound}}
*****{{MC/Nbt|compound}}
******{{nbt|string|name}}: The path to this sound file from the resource pack folder (excluding the file extension).
******{{MC/Nbt|string|name}}: The path to this sound file from the resource pack folder (excluding the file extension).
******{{nbt|boolean|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".
******{{MC/Nbt|boolean|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".
******{{nbt|boolean|is3D}}: A boolean value, true or false, of unknown use.
******{{MC/Nbt|boolean|is3D}}: A boolean value, true or false, of unknown use.
******{{nbt|float|volume}}: The volume for playing this sound. If undefined, defaults to 1.0.
******{{MC/Nbt|float|volume}}: The volume for playing this sound. If undefined, defaults to 1.0.
******{{nbt|float|pitch}}: The pitch for playing this sound. If undefined, defaults to 1.0.
******{{MC/Nbt|float|pitch}}: The pitch for playing this sound. If undefined, defaults to 1.0.
******{{nbt|int|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.
******{{MC/Nbt|int|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.
******{{nbt|boolean|load_on_low_memory}}: Deprecated.
******{{MC/Nbt|boolean|load_on_low_memory}}: Deprecated.
****{{nbt|string|subtitle}}: Used to add translation keys or direct names to in-game subtitles, if omitted, the sound will never play in the game and will use generic subtitles.
****{{MC/Nbt|string|subtitle}}: Used to add translation keys or direct names to in-game subtitles, if omitted, the sound will never play in the game and will use generic subtitles.
</div>
</div>


; Old <!--Still present in game files-->
; Old <!--Still present in game files-->
<div class="treeview">
<div class="treeview">
*{{nbt|compound}} The root Object. Same as {{cd|sound_definitions}} from the tree above.
*{{MC/Nbt|compound}} The root Object. Same as {{MC/Cd|sound_definitions}} from the tree above.
</div>
</div>


== Sound events ==
== 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 {{cmd|playsound}} or by using a note block below a player head with the {{Code|note_block_sound}} block entity tag set. All default sound events, the sounds they use, the category they belong to, the subtitle that plays at that event, and the in-game events they are triggered by are listed in the following table.
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 {{MC/Cmd|playsound}} or by using a note block below a player head with the {{MC/Code|note_block_sound}} block entity tag set. All default sound events, the sounds they use, the category they belong to, the subtitle that plays at that event, and the in-game events they are triggered by are listed in the following table.


{{LoadPage|Sounds.json/Java Edition values|Java Edition values|h3}}
{{MC/LoadPage|Sounds.json/Java Edition values|Java Edition values|h3}}


{{LoadPage|Sounds.json/Bedrock Edition values|Bedrock Edition values|h3}}
{{MC/LoadPage|Sounds.json/Bedrock Edition values|Bedrock Edition values|h3}}


=== Unused sound events ===
=== Unused sound events ===
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|section=1}}An '''unused sound event''' is any sound embedded into Minecraft that does not have a trigger without plugins or mods. They do not have a defined frequency of amplification, or anything else a generic, used sound would use. Also, they do not have subtitles until they are used from a trigger in the vanilla game.<ref>{{bug|MC-177094|resolution=Won't Fix}}</ref> These do not usually have a corresponding translation key.
|section=1}}An '''unused sound event''' is any sound embedded into Minecraft that does not have a trigger without plugins or mods. They do not have a defined frequency of amplification, or anything else a generic, used sound would use. Also, they do not have subtitles until they are used from a trigger in the vanilla game.<ref>{{bug|MC-177094|resolution=Won't Fix}}</ref> These do not usually have a corresponding translation key.


<!-- old /playsound advice: In order to play an unused sound event, use the {{cmd|playsound}} command, followed by its respective parameters in that linked article. This must be done either in a singleplayer world with cheats enabled or a multiplayer server with operator permissions given to the player. -->
<!-- old /playsound advice: In order to play an unused sound event, use the {{MC/Cmd|playsound}} command, followed by its respective parameters in that linked article. This must be done either in a singleplayer world with cheats enabled or a multiplayer server with operator permissions given to the player. -->


==== List ====
==== List ====
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;Fox
;Fox
{{Edition|Bedrock}}:
{{MC/Edition|Bedrock}}:
{{SoundTable
{{SoundTable
| type=bedrock
| type=bedrock
Line 106: Line 106:


;Ghast
;Ghast
{{Edition|Java}}:
{{MC/Edition|Java}}:
{{SoundTable
{{SoundTable
| type=java
| type=java
Line 122: Line 122:
}}
}}


{{Edition|Bedrock}}:
{{MC/Edition|Bedrock}}:
{{SoundTable
{{SoundTable
| type=bedrock
| type=bedrock
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;Player
;Player
{{Edition|Java}}:
{{MC/Edition|Java}}:
{{SoundTable|type=java
{{SoundTable|type=java
| {{SoundLine
| {{SoundLine
Line 152: Line 152:


;Bat
;Bat
{{Edition|Java}}:
{{MC/Edition|Java}}:
{{SoundTable|type=java
{{SoundTable|type=java
| {{SoundLine
| {{SoundLine
Line 168: Line 168:


;Silverfish
;Silverfish
{{Edition|Java}}:
{{MC/Edition|Java}}:
{{SoundTable|type=java
{{SoundTable|type=java
| {{SoundLine
| {{SoundLine
Line 187: Line 187:


;Endermite
;Endermite
{{Edition|Java}}:
{{MC/Edition|Java}}:
{{SoundTable|type=java
{{SoundTable|type=java
| {{SoundLine
| {{SoundLine
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;[[Minecraft:Zombie]]
;[[Minecraft:Zombie]]
{{Edition|Java}}:
{{MC/Edition|Java}}:
{{SoundTable|type=java
{{SoundTable|type=java
| {{SoundLine
| {{SoundLine
Line 226: Line 226:


== Block sound categories ==
== Block sound categories ==
{{Main|Block sound type}}
{{MC/Main|Block sound type}}
A block sound type is a set of sounds that blocks use when they are broken, placed, hit, fallen on, stepped on, jumped from,{{Only|bedrock}} or landed on.{{Only|bedrock}}
A block sound type is a set of sounds that blocks use when they are broken, placed, hit, fallen on, stepped on, jumped from,{{Only|bedrock}} or landed on.{{Only|bedrock}}


== History ==
== History ==
{{See also|Java Edition history of sound events|Bedrock Edition history of sound events}}
{{MC/See also|Java Edition history of sound events|Bedrock Edition history of sound events}}


=== ''Java Edition'' ===
=== ''Java Edition'' ===
{{HistoryTable
{{HistoryTable
|{{HistoryLine|java}}
|{{MC/HistoryLine|java}}
|{{HistoryLine||1.7.2|dev=13w42a|Added sounds.json.}}
|{{MC/HistoryLine||1.7.2|dev=13w42a|Added sounds.json.}}
|{{HistoryLine||1.9|dev=15w43a|Changed the ID of most sounds.  The older IDs can be found at Sounds.json/Java Edition values before 1.9.}}
|{{MC/HistoryLine||1.9|dev=15w43a|Changed the ID of most sounds.  The older IDs can be found at Sounds.json/Java Edition values before 1.9.}}
|{{HistoryLine|||dev=15w43b|Added "subtitle" field.}}
|{{MC/HistoryLine|||dev=15w43b|Added "subtitle" field.}}
|{{HistoryLine|||dev=16w02a|Added "voice" sound event category.}}
|{{MC/HistoryLine|||dev=16w02a|Added "voice" sound event category.}}
|{{HistoryLine||1.10|dev=pre2|Removed "category" field.<ref>{{tweet|Dinnerbone|852212485855862784|Aha, I think that's decided by the thing playing the event now.}}</ref>}}
|{{HistoryLine||1.10|dev=pre2|Removed "category" field.<ref>{{tweet|Dinnerbone|852212485855862784|Aha, I think that's decided by the thing playing the event now.}}</ref>}}
|{{HistoryLine||1.13|dev=18w10a|Added "preload" field.}}
|{{MC/HistoryLine||1.13|dev=18w10a|Added "preload" field.}}
}}
}}


=== ''Bedrock Edition'' ===
=== ''Bedrock Edition'' ===
{{HistoryTable
{{HistoryTable
|{{HistoryLine|pocket alpha}}
|{{MC/HistoryLine|pocket alpha}}
|{{HistoryLine||0.12.1|dev=build 1|Added <samp>sounds.json</samp>.{{check version|The preceding version is not archived, so this cannot be confirmed.}}}}
|{{HistoryLine||0.12.1|dev=build 1|Added <samp>sounds.json</samp>.{{check version|The preceding version is not archived, so this cannot be confirmed.}}}}
|{{HistoryLine|pocket}}
|{{MC/HistoryLine|pocket}}
|{{HistoryLine||1.0.4|dev=alpha 1.0.4.1|Renamed <samp>sounds.json</samp> to <samp>sound_definitions.json</samp>.}}
|{{MC/HistoryLine||1.0.4|dev=alpha 1.0.4.1|Renamed <samp>sounds.json</samp> to <samp>sound_definitions.json</samp>.}}
|{{HistoryLine|bedrock}}
|{{MC/HistoryLine|bedrock}}
|{{HistoryLine||1.16.0|dev=beta 1.16.0.63|Deprecated the "load_on_low_memory" field, as all audio can now play on low memory devices.}}
|{{MC/HistoryLine||1.16.0|dev=beta 1.16.0.63|Deprecated the "load_on_low_memory" field, as all audio can now play on low memory devices.}}
}}
}}


== References ==
== References ==
{{reflist}}
{{MC/Reflist}}


== Navigation ==
== Navigation ==
{{Navbox resource packs}}
{{MC/Navbox resource packs}}
{{Navbox Java Edition technical|resourcepack}}
{{MC/Navbox Java Edition technical|resourcepack}}
{{Navbox Bedrock Edition}}
{{MC/Navbox Bedrock Edition}}


de:Sounddaten
de:Sounddaten

Latest revision as of 20:58, 9 April 2026

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Template:Redr sounds.json (sound_definitions.json in Template:Editions) is a file used by the sound system in resource packs which tells the sound system what sound files to play when a sound event is triggered by one or more in-game events. This file is located in

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Template:Redr in resource packs, and the default file is located in

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Template:Redr (

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Template:Redr in Template:Editions), and its hashed name can be found by looking it up in the file

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Template:Redr.

Since file

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Template:Redr is obfuscated, one can find in Tutorial:Sound directory some methods to extract the sound.json and the sound directory, where all sounds and music are stored.

File structure

Java Edition

This file is stored in JSON format, but is represented here using NBT.

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Template:Redr). All default sound events are listed in the table below. (To get a different namespace than

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Template:Redr the file must be under a different namespace; not defining it here.)

      • Template:Nbt/sprite 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. False if the sounds listed should be added to the list of default sounds. Optional. If undefined, defaults to "false".
      • Template:Nbt/sprite subtitle: Translation key for the subtitle of the sound. Accepts formatting codes and displays them properly in-game. Optional. If not specified, the sound event is not displayed in closed captions.
      • Template:Nbt/sprite sounds: The sound files this sound event uses. One of the listed sounds is randomly selected to play when this sound event is triggered. Optional.
        • Template:Nbt/sprite The path to a sound file from the "namespace/sounds" folder (excluding the .ogg file extension). Uses forward slashes. The namespace defaults to
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Template:Redr but it can be changed by prepending a namespace and separating it with a

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Template:Redr.

        • Template:Nbt/sprite A sound file. This Object is used only when the sound requires additional Strings.
          • Template:Nbt/sprite name: The path to this sound file from the "namespace/sounds" folder (excluding the .ogg file extension). The namespace defaults to
  1. REDIRECT Template:Code

Template:Redr but it can be changed by prepending a namespace and separating it with a

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Template:Redr. 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). Names are also not allowed to contain whitespace characters.<ref name="ignore">Failure to follow this guideline in at least one entry will result in the entire sounds.json being ignored, in favor of vanilla sounds.</ref>

          • Template:Nbt/sprite volume: The volume for playing this sound. Value is a decimal greater than 0.0.<ref name="ignore"/> If undefined, defaults to 1.0.
          • Template:Nbt/sprite pitch: Plays the pitch at the specified value. Value is a decimal greater than 0.0.<ref name="ignore"/> If undefined, defaults to 1.0, but higher and lower values can be chosen.
          • Template:Nbt/sprite 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. Exceeding the 32-bit integer limit will cause the file to fail. Cannot be 0.
          • Template:Nbt/sprite 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.
          • Template:Nbt/sprite attenuation_distance: Modify sound reduction rate based on distance. Used by portals, pistons, beacons, and conduits. Defaults to 16. Exceeding the 32-bit integer limit will cause the file to fail. Cannot be 0.
          • Template:Nbt/sprite 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".
          • Template:Nbt/sprite 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".

An example of a pre-1.10 sounds.json can be found here.
Dinnerbone's pre-1.10 specifications can be found here.

Bedrock Edition

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1.14.0
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Template:Redr). All default sound events are listed in the table below.

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Template:Redr. Defaults to "sound".

        • Template:Nbt/spriteTemplate:Nbt/sprite min_distance: The distance at which the sound's volume starts to attenuate (fade off)
        • Template:Nbt/spriteTemplate:Nbt/sprite max_distance: The distance at which the sound can no longer be heard.
        • Template:Nbt/sprite sounds: The sounds used by this sound event.
          • Template:Nbt/sprite name: The path to this sound file from the resource pack folder (excluding the file extension).
          • Template:Nbt/sprite
            • Template:Nbt/sprite name: The path to this sound file from the resource pack folder (excluding the file extension).
            • Template:Nbt/sprite 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".
            • Template:Nbt/sprite is3D: A boolean value, true or false, of unknown use.
            • Template:Nbt/sprite volume: The volume for playing this sound. If undefined, defaults to 1.0.
            • Template:Nbt/sprite pitch: The pitch for playing this sound. If undefined, defaults to 1.0.
            • Template:Nbt/sprite 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.
            • Template:Nbt/sprite load_on_low_memory: Deprecated.
        • Template:Nbt/sprite subtitle: Used to add translation keys or direct names to in-game subtitles, if omitted, the sound will never play in the game and will use generic subtitles.
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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

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Template:Redr or by using a note block below a player head with the note_block_sound block entity tag set. All default sound events, the sounds they use, the category they belong to, the subtitle that plays at that event, and the in-game events they are triggered by are listed in the following table.

Java Edition values

Bedrock Edition values

Unused sound events


Template:CleanupAn unused sound event is any sound embedded into Minecraft that does not have a trigger without plugins or mods. They do not have a defined frequency of amplification, or anything else a generic, used sound would use. Also, they do not have subtitles until they are used from a trigger in the vanilla game.<ref>Template:Bug</ref> These do not usually have a corresponding translation key.


List

Below is a list of features along with audio sources for their unused sound events.

Fox

Template:!((Bedrock EditionTemplate:))!: Template:SoundTable

Ghast

Template:!((Java EditionTemplate:))!: Template:SoundTable

Template:!((Bedrock EditionTemplate:))!: Template:SoundTable

Player

Template:!((Java EditionTemplate:))!: Template:SoundTable

Bat

Template:!((Java EditionTemplate:))!: Template:SoundTable

Silverfish

Template:!((Java EditionTemplate:))!: Template:SoundTable

Endermite

Template:!((Java EditionTemplate:))!: Template:SoundTable

Minecraft:Zombie

Template:!((Java EditionTemplate:))!: Template:SoundTable

<references group="sound"/>

Block sound categories

{{#vardefine:params|0 }}Template:Hatnote A block sound type is a set of sounds that blocks use when they are broken, placed, hit, fallen on, stepped on, jumped from,Template:Only or landed on.Template:Only

History

{{#vardefine:params|2 }}Template:Hatnote

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

References

<references group="">

 </references>

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