/playsound was a command requested for the map tech-demo, "Jeffrey's Chamber". He had an idea for a "Sound Block" which could play a sound from a folder.
Dinnerbone did this, though through a command, not a new block.
Is the main way it is set up.
"playsound" is the command used, for the command block, or console.
The <sound> part is how it emits what sound, and goes through the game's code-names for the sounds it has to play at certain parts.
/playsound ambient.weather.thunder
This would play the in-game Thunder sound effect.
<player> determines who hears it, so in a map only certain people can hear it.
/playsound ambient.weather.thunder @a[team=Red]
This would make only the people on the Red team of a Mini-Game map would hear thunder.
[x] [y] [z] Helps check where the center of the noise is, like how the center of a Pig-Oinking sound effect is the Pig.
This would make the center of the Red team only thunder noise come from those coords.
[volume] checks how loud the noise is, or how quite. The volume can be set from 0.0-2.0.
This would make it quite a bit more than the medium amount of noise that can be emitted.
[pitch] is how high-pitched or low-pitched it is. Can be from 0.0-2.0.
This would make a very high-pitched noise, which could sound almost like an alarm noise, in some sort of Race style mini-map.
[minimumVolume] is how low the volume can be, in the case it having randomized volume.
With the new "Resource Packs" able to change sounds, creating a map with actual sounds, and an actual Narrator is quite easy. Hope this helped!
Also, if you don't know the sound effect names, then here is how to figure out.
go into .minecraft (or minecraft in iMac), and go into the "assets" folder.
go into the "sound" folder, and you should see a bunch of folders. I am going into "mob".
then you should see a list of folders, each one should be named after the mob, I am going into the "creeper" folder. Then, you will see all the .ogg files, named after the effect, and if you went into certain folders, such as "fireworks", you will see the .ogg files straight away, instead of more folders, since I went into creeper, I saw the "death" sound effect.
So, you will figure out by doing this, and in the end, the sound effect I figured out is "mob.creeper.death", or if you went in to something like firework, then "fireworks.twinkle1", since there is only one folder. As well as for a name that has a "." in it, then you right a "_" instead, "random.anvil_use".
Experimenting results in strange things. The community, and I have discovered things that may have not been discovered until this was released.
I'm having alot of fun tinkering around with this. Has anyone else noticed that the in-game pigman aggro sounds are high pitched? The standard pitch for the pigman aggro sound isn't the one used in the actual game.
For anyone interested, if you do /playsound ambient.weather.thunder at a pitch of 2, it sounds very similar to an old style gun such as a musket firing. Might be useful for some sort of adventure map. Not like it would be needed with the resource packs, but not everyone would want to put in the effort to make one. I am so far finding this command very useful, and will continue to post my results in experimenting with this to this page.
It's a shame that there are some limitations, that, unless some mapmaker or mindcracker speaks to Dinnerbone, will never be changed.
If someone has a twitter account, would be great to tweet him this.
The major limitation is the rain sound.
It is not a single file on repeat... it's actually four separate "rain drop" sounds that are hardcored to be randomly played.
So if you wanted resource packs to play something like "rainy mood" when it starts rain ingame, too bad... the game will only play the first second of the complete audio over and over again.
We cannot escape the annoyingn rain... the only option is to replace the drop sounds with a lower volume copy, or with a mute one.
:/
It's a shame that there are some limitations, that, unless some mapmaker or mindcracker speaks to Dinnerbone, will never be changed.
If someone has a twitter account, would be great to tweet him this.
The major limitation is the rain sound.
It is not a single file on repeat... it's actually four separate "rain drop" sounds that are hardcored to be randomly played.
So if you wanted resource packs to play something like "rainy mood" when it starts rain ingame, too bad... the game will only play the first second of the complete audio over and over again.
We cannot escape the annoyingn rain... the only option is to replace the drop sounds with a lower volume copy, or with a mute one.
:/
For that matter, what about rangeless effects? What if I want to hear something from the whole map? Setting the minimum volume to 1.0 does not achieve this effect even if by all logic, it should.
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Anyone know if it's possible to play sounds files that weren't originally listed?
For example, in the weather folder, if I throw in an additional .ogg named "sandstorm" and used /playsound ambient.weather.sandstorm
Hrmm. When I first saw Jeoffrey's chamber I thought the guy's voice was just a sound effect such as a creeper dieing that was edited into a guy's voice.
I usually go through a bit of difficulty trying to understand new command block stuff, but I will use this eventually.
Rollback Post to RevisionRollBack
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map.Until we meet again...
Anyone know if it's possible to play sounds files that weren't originally listed?
For example, in the weather folder, if I throw in an additional .ogg named "sandstorm" and used /playsound ambient.weather.sandstorm
That might work, though with the new Resource packs, you can change sound effects, so if you want your sandstorm effect in a map, then you might want to just use resource packs.
This is absolutely amazing and it does open endless possibilities. Now you can with the resourcepacks, with mods and with this command remake complete 3D games in blocky style. You almost don't need other games anymore. And have one already listened to the low-pitched versions of the thunders, the cave ambience, the explosions and the death of the enderdragon? They are truly epic and especially the low-pitched cave sounds are much more scary... Despite the awesome great features in the updates, just this kind of small additions can make me sometimes just more happy.
Welcome to MineCraft. Resource Packs, Language Packs, and /playsound, Mapping will be amazing.
I don't think so, I've been trying for ages now. It's actually really annoying because imagine the possibilities with endless sound... :S
As I mentioned before, you may be able to, though resource packs will make this easy.
EDIT: I put the "sandstorm" (which is really the blaze breathing noise I just renamed) .ogg file in the weather folder, and it worked. As I mentioned, using resource packs are easier, though manually placing the sandstorm ogg in your weather folder does work. Since 1.6 snapshots, the sound files were read through the "assets" folder, so go into the "sound" folder inside of the assets folder, instead of the "resources" folder.
1) Put the file you want to play in assets/sounds.
2) Start game
3) type /playsound [path of file] [username]
4) In options menu, turn sound off.
5) Enjoy your music!
1) Put the file you want to play in assets/sounds.
2) Start game
3) type /playsound [path of file] [username]
4) In options menu, turn sound off.
5) Enjoy your music!
*Facepalm*
Does nobody bother to read Dinnerbone's readme file? Clearly not otherwise you'd know those files will be erased as soon s you relaunch the game, hence why mods like Audiotori and *Le gasp* resource packs exist.
Does nobody bother to read Dinnerbone's readme file? Clearly not otherwise you'd know those files will be erased as soon s you relaunch the game, hence why mods like Audiotori and *Le gasp* resource packs exist.
1) Put the file you want to play in assets/sounds.
2) Start game
3) type /playsound [path of file] [username]
4) In options menu, turn sound off.
5) Enjoy your music!
That is basically what I said. I am even planning on a tutorial on this. Everyone read the previous posts already knew this, we are talking on how to do this without changing the files.
Does nobody bother to read Dinnerbone's readme file? Clearly not otherwise you'd know those files will be erased as soon s you relaunch the game, hence why mods like Audiotori and *Le gasp* resource packs exist.
That is incorrect. It doesn't seem to delete custom files, just current files.
Dinnerbone did this, though through a command, not a new block.
Is the main way it is set up.
"playsound" is the command used, for the command block, or console.
The <sound> part is how it emits what sound, and goes through the game's code-names for the sounds it has to play at certain parts.
This would play the in-game Thunder sound effect.
<player> determines who hears it, so in a map only certain people can hear it.
This would make only the people on the Red team of a Mini-Game map would hear thunder.
[x] [y] [z] Helps check where the center of the noise is, like how the center of a Pig-Oinking sound effect is the Pig.
This would make the center of the Red team only thunder noise come from those coords.
[volume] checks how loud the noise is, or how quite. The volume can be set from 0.0-2.0.
This would make it quite a bit more than the medium amount of noise that can be emitted.
[pitch] is how high-pitched or low-pitched it is. Can be from 0.0-2.0.
This would make a very high-pitched noise, which could sound almost like an alarm noise, in some sort of Race style mini-map.
[minimumVolume] is how low the volume can be, in the case it having randomized volume.
This would make the thunder noise sound farther away, in the case of one command block as a replica for actual thunder.
This is all the perimeters for the command, to create an alarm noise for the Red Team.
The finished product:
With the new "Resource Packs" able to change sounds, creating a map with actual sounds, and an actual Narrator is quite easy. Hope this helped!
Also, if you don't know the sound effect names, then here is how to figure out.
go into .minecraft (or minecraft in iMac), and go into the "assets" folder.
go into the "sound" folder, and you should see a bunch of folders. I am going into "mob".
then you should see a list of folders, each one should be named after the mob, I am going into the "creeper" folder. Then, you will see all the .ogg files, named after the effect, and if you went into certain folders, such as "fireworks", you will see the .ogg files straight away, instead of more folders, since I went into creeper, I saw the "death" sound effect.
So, you will figure out by doing this, and in the end, the sound effect I figured out is "mob.creeper.death", or if you went in to something like firework, then "fireworks.twinkle1", since there is only one folder. As well as for a name that has a "." in it, then you right a "_" instead, "random.anvil_use".
Experimenting results in strange things. The community, and I have discovered things that may have not been discovered until this was released.
As of now, no. Only files that are found in the sound folder.
If someone has a twitter account, would be great to tweet him this.
The major limitation is the rain sound.
It is not a single file on repeat... it's actually four separate "rain drop" sounds that are hardcored to be randomly played.
So if you wanted resource packs to play something like "rainy mood" when it starts rain ingame, too bad... the game will only play the first second of the complete audio over and over again.
We cannot escape the annoyingn rain... the only option is to replace the drop sounds with a lower volume copy, or with a mute one.
:/
For that matter, what about rangeless effects? What if I want to hear something from the whole map? Setting the minimum volume to 1.0 does not achieve this effect even if by all logic, it should.
EDIT: This is also a thing. https://mojang.atlassian.net/browse/MC-18789
For example, in the weather folder, if I throw in an additional .ogg named "sandstorm" and used /playsound ambient.weather.sandstorm
I dont think so, no.
I usually go through a bit of difficulty trying to understand new command block stuff, but I will use this eventually.
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map. Until we meet again...
I don't think so, I've been trying for ages now. It's actually really annoying because imagine the possibilities with endless sound... :S
Check out
Yeah. Just realized that.
Too bad that they don't spawn, seems like they are just regular code.
Not at the moment, as the record sounds are in the "music" folder, and the command can't read them.
That might work, though with the new Resource packs, you can change sound effects, so if you want your sandstorm effect in a map, then you might want to just use resource packs.
Welcome to MineCraft. Resource Packs, Language Packs, and /playsound, Mapping will be amazing.
As I mentioned before, you may be able to, though resource packs will make this easy.
EDIT: I put the "sandstorm" (which is really the blaze breathing noise I just renamed) .ogg file in the weather folder, and it worked. As I mentioned, using resource packs are easier, though manually placing the sandstorm ogg in your weather folder does work. Since 1.6 snapshots, the sound files were read through the "assets" folder, so go into the "sound" folder inside of the assets folder, instead of the "resources" folder.
Look at the part I mentioned.
Not only will resource packs changing the sounds, so you can make narrators, HORROR MAPS!
1) Put the file you want to play in assets/sounds.
2) Start game
3) type /playsound [path of file] [username]
4) In options menu, turn sound off.
5) Enjoy your music!
Putting the CENDENT back in transcendent!
*Facepalm*
Does nobody bother to read Dinnerbone's readme file? Clearly not otherwise you'd know those files will be erased as soon s you relaunch the game, hence why mods like Audiotori and *Le gasp* resource packs exist.
*Facepalm*
I have tested this myself. It works.
Putting the CENDENT back in transcendent!
That is basically what I said. I am even planning on a tutorial on this. Everyone read the previous posts already knew this, we are talking on how to do this without changing the files.
That is incorrect. It doesn't seem to delete custom files, just current files.