- All minecraft sounds names install#
- All minecraft sounds names mod#
- All minecraft sounds names mods#
- All minecraft sounds names code#
The codename for underwater ambience is ambient.underwater.
All minecraft sounds names code#
The rarity of both is exaggerated in their name, and are actually derivd from their in-game code names. Additionally, "Loop Additions" are divided into three more groups: Rare and Ultra Rare. Both of these play independently of each other when the player is underwater. Underwater ambience is divided into two groups: "Loop" and "Loop Additions". They can be heard within a body of water of any size in any dimension. There are currently 22 different underwater ambient noises in total. playSound(double posX, double posY, double posZ, String soundName, float volume, float pitch) : void .playSoundAtEntity(Entity entity, String soundName, float volume, float pitch) : void .Underwater ambience plays when the player's head is underwater.
Then you can use that modified name in methods that require it. Replace all the forward slashes (/) with dots (.) It will come out to this, To use or play the sound you need the name of it. Mc.mcDataDir, "resources/mod/tutorial/extremecow.ogg")) Here is the method being used, mc.installResource("sound3/locknload/mod/tutorial/extremecow.ogg", new File( Make sure this is the correct path and import the File class as well. Mc is the Minecraft instance which you will need to get. new File(mc.mcDataDir, "resources/mod/tutorial/extremecow.ogg") This argument accepts Java’s File object. The file location is a path on the hard drive to the sound. “sound3/locknload/mod/tutorial/extremecow.ogg”
All minecraft sounds names mod#
To add more read the section about Audio Mod below. Simple just put an extension like ”.ogg” The following codecs are allowed. Read up on random sounds in the section Playing Sounds. Only if the SoundPool’s boolean getrandomsound is Note if you put a number at the end, Minecraft will remove it e.g., ”mob/cow1″, “mob/cow2″. Like ”mob/cow” or”locknload/mod/tutorial/extremecow”. There are three different types as mentioned above. ”sound3″, ”music” or ”newmusic”, and ”streaming”.Īfter the type you can specify the name as anything. This defines the type of sound and the name. This method takes two parameters SoundName and File Location. installResource(String soundName, File fileLocation) : void No this isn’t a special path on the hard drive it’s the method that puts the sounds in a specific SoundPool.
All minecraft sounds names install#
Minecraft has their own install method for all sounds. Note that Minecraft will randomly choose the music entry in a SoundPool. Music - Same as Sound but for Background music instead.As of right now this type is only used for Music Disks. Streaming - Streams the sound meaning plays as it arrives.You will use this type more often than the rest. Sound - This is the main type of sound that is used for Mobs, hitting blocks, exp pickups, and many more.In Minecraft there are three types of sounds. SoundPool.class holds this information and has methods like
SoundPool - Maps sound names and their corresponding files together in a HashMap. SoundManager - Minecraft’s SoundManager.class that handles all sound. Sound Name - Refers to the name of sound, e.g., “mob.cow”. This is a generic tutorial so it will work on ModLoader, Forge or no API at all.Īs of 1.4.2, minecraft change the sound type “newsound” and “sound” to the name “sound3″. Of Minecraft and this method has been consistent among updates. This tutorial isn’t made for a specific version
All minecraft sounds names mods#
Adding sounds is really easy and doesn’t require any mods or API’s. Others will use AudioMod which is a good choice but not needed. A lot of mods are now trying to add custom sounds and are having problems.