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server.world.sound

Constants #

const no_data = i32(-1)

no_data is the payload of a sound event that carries nothing extra.

interface Sound #

interface Sound {
	// event_name returns the sound event the client resolves to an actual audio
	// file.
	event_name() string
	// data returns the extra payload of the sound event. Most sounds carry
	// nothing and return -1; block sounds carry the runtime id of the block
	// they belong to, so the client picks the right material.
	data() i32
}

Sound is a sound that may be played at a position in a world. Implementations are plain values holding whatever the client needs to render them, so a Sound can be built once and played for several viewers.

struct ArrowHit #

struct ArrowHit {}

ArrowHit is played when an arrow hits something.

fn (ArrowHit) event_name #

fn (s ArrowHit) event_name() string

fn (ArrowHit) data #

fn (s ArrowHit) data() i32

struct Attack #

struct Attack {
pub:
	damage bool
}

Attack is played when an entity is hit. A hit that deals no damage, such as one fully absorbed by a shield, uses a quieter sound.

fn (Attack) event_name #

fn (s Attack) event_name() string

fn (Attack) data #

fn (s Attack) data() i32

struct BarrelClose #

struct BarrelClose {}

BarrelClose is played when a barrel is closed.

fn (BarrelClose) event_name #

fn (s BarrelClose) event_name() string

fn (BarrelClose) data #

fn (s BarrelClose) data() i32

struct BarrelOpen #

struct BarrelOpen {}

BarrelOpen is played when a barrel is opened.

fn (BarrelOpen) event_name #

fn (s BarrelOpen) event_name() string

fn (BarrelOpen) data #

fn (s BarrelOpen) data() i32

struct BlockBreaking #

struct BlockBreaking {
pub:
	block_runtime_id int
}

BlockBreaking is played while a block is being mined and once it breaks. The runtime id decides which material the client plays the sound of.

fn (BlockBreaking) event_name #

fn (s BlockBreaking) event_name() string

fn (BlockBreaking) data #

fn (s BlockBreaking) data() i32

struct BlockPlace #

struct BlockPlace {
pub:
	block_runtime_id int
}

BlockPlace is played when a block is placed. The runtime id decides which material the client plays the sound of.

fn (BlockPlace) event_name #

fn (s BlockPlace) event_name() string

fn (BlockPlace) data #

fn (s BlockPlace) data() i32

struct BowShoot #

struct BowShoot {}

BowShoot is played when an arrow is loosed from a bow.

fn (BowShoot) event_name #

fn (s BowShoot) event_name() string

fn (BowShoot) data #

fn (s BowShoot) data() i32

struct BucketEmpty #

struct BucketEmpty {
pub:
	lava bool
}

BucketEmpty is played when a bucket is emptied out.

fn (BucketEmpty) event_name #

fn (s BucketEmpty) event_name() string

fn (BucketEmpty) data #

fn (s BucketEmpty) data() i32

struct BucketFill #

struct BucketFill {
pub:
	lava bool
}

BucketFill is played when a bucket is filled with a liquid.

fn (BucketFill) event_name #

fn (s BucketFill) event_name() string

fn (BucketFill) data #

fn (s BucketFill) data() i32

struct Burning #

struct Burning {}

Burning is played while an entity is on fire.

fn (Burning) event_name #

fn (s Burning) event_name() string

fn (Burning) data #

fn (s Burning) data() i32

struct Burp #

struct Burp {}

Burp is played when a player finishes eating.

fn (Burp) event_name #

fn (s Burp) event_name() string

fn (Burp) data #

fn (s Burp) data() i32

struct ChestClose #

struct ChestClose {}

ChestClose is played when a chest is closed.

fn (ChestClose) event_name #

fn (s ChestClose) event_name() string

fn (ChestClose) data #

fn (s ChestClose) data() i32

struct ChestOpen #

struct ChestOpen {}

ChestOpen is played when a chest is opened.

fn (ChestOpen) event_name #

fn (s ChestOpen) event_name() string

fn (ChestOpen) data #

fn (s ChestOpen) data() i32

struct Click #

struct Click {}

Click is played when a button, lever or similar control is toggled.

fn (Click) event_name #

fn (s Click) event_name() string

fn (Click) data #

fn (s Click) data() i32

struct Deny #

struct Deny {}

Deny is played when a player is denied from acting on a block.

fn (Deny) event_name #

fn (s Deny) event_name() string

fn (Deny) data #

fn (s Deny) data() i32

struct DoorClose #

struct DoorClose {}

DoorClose is played when a door is closed.

fn (DoorClose) event_name #

fn (s DoorClose) event_name() string

fn (DoorClose) data #

fn (s DoorClose) data() i32

struct DoorOpen #

struct DoorOpen {}

DoorOpen is played when a door is opened.

fn (DoorOpen) event_name #

fn (s DoorOpen) event_name() string

fn (DoorOpen) data #

fn (s DoorOpen) data() i32

struct Drowning #

struct Drowning {}

Drowning is played while an entity runs out of air underwater.

fn (Drowning) event_name #

fn (s Drowning) event_name() string

fn (Drowning) data #

fn (s Drowning) data() i32

struct Experience #

struct Experience {}

Experience is played when a player picks up an experience orb.

fn (Experience) event_name #

fn (s Experience) event_name() string

fn (Experience) data #

fn (s Experience) data() i32

struct Explosion #

struct Explosion {}

Explosion is played when something explodes.

fn (Explosion) event_name #

fn (s Explosion) event_name() string

fn (Explosion) data #

fn (s Explosion) data() i32

struct Fall #

struct Fall {
pub:
	distance f64
}

Fall is played when an entity hits the ground. A fall from a bigger height is louder.

fn (Fall) event_name #

fn (s Fall) event_name() string

fn (Fall) data #

fn (s Fall) data() i32

struct FenceGateClose #

struct FenceGateClose {}

FenceGateClose is played when a fence gate is closed.

fn (FenceGateClose) event_name #

fn (s FenceGateClose) event_name() string

fn (FenceGateClose) data #

fn (s FenceGateClose) data() i32

struct FenceGateOpen #

struct FenceGateOpen {}

FenceGateOpen is played when a fence gate is opened.

fn (FenceGateOpen) event_name #

fn (s FenceGateOpen) event_name() string

fn (FenceGateOpen) data #

fn (s FenceGateOpen) data() i32

struct FireExtinguish #

struct FireExtinguish {}

FireExtinguish is played when a fire is put out.

fn (FireExtinguish) event_name #

fn (s FireExtinguish) event_name() string

fn (FireExtinguish) data #

fn (s FireExtinguish) data() i32

struct Fizz #

struct Fizz {}

Fizz is played when a liquid is extinguished.

fn (Fizz) event_name #

fn (s Fizz) event_name() string

fn (Fizz) data #

fn (s Fizz) data() i32

struct GlassBreak #

struct GlassBreak {}

GlassBreak is played when glass shatters.

fn (GlassBreak) event_name #

fn (s GlassBreak) event_name() string

fn (GlassBreak) data #

fn (s GlassBreak) data() i32

struct GoatHorn #

struct GoatHorn {
pub:
	variant int
}

GoatHorn is played when a goat horn is used. The variant selects which of the eight horn melodies is played.

fn (GoatHorn) event_name #

fn (s GoatHorn) event_name() string

fn (GoatHorn) data #

fn (s GoatHorn) data() i32

struct Ignite #

struct Ignite {}

Ignite is played when a block is set on fire.

fn (Ignite) event_name #

fn (s Ignite) event_name() string

fn (Ignite) data #

fn (s Ignite) data() i32

struct ItemBreak #

struct ItemBreak {}

ItemBreak is played when a tool or piece of armour runs out of durability.

fn (ItemBreak) event_name #

fn (s ItemBreak) event_name() string

fn (ItemBreak) data #

fn (s ItemBreak) data() i32

struct ItemThrow #

struct ItemThrow {}

ItemThrow is played when an item is thrown, such as a snowball or an egg.

fn (ItemThrow) event_name #

fn (s ItemThrow) event_name() string

fn (ItemThrow) data #

fn (s ItemThrow) data() i32

struct ItemUseOn #

struct ItemUseOn {
pub:
	block_runtime_id int
}

ItemUseOn is played when an item is used on a block, such as a hoe tilling dirt. The runtime id decides which material the client plays the sound of.

fn (ItemUseOn) event_name #

fn (s ItemUseOn) event_name() string

fn (ItemUseOn) data #

fn (s ItemUseOn) data() i32

struct LevelUp #

struct LevelUp {}

LevelUp is played when a player gains an experience level.

fn (LevelUp) event_name #

fn (s LevelUp) event_name() string

fn (LevelUp) data #

fn (s LevelUp) data() i32

struct Note #

struct Note {
pub:
	pitch int
}

Note is played by a note block. The pitch is the note the block is tuned to.

fn (Note) event_name #

fn (s Note) event_name() string

fn (Note) data #

fn (s Note) data() i32

struct Pop #

struct Pop {}

Pop is played when an item is picked up.

fn (Pop) event_name #

fn (s Pop) event_name() string

fn (Pop) data #

fn (s Pop) data() i32

struct PowerOff #

struct PowerOff {}

PowerOff is played when a redstone component loses its power.

fn (PowerOff) event_name #

fn (s PowerOff) event_name() string

fn (PowerOff) data #

fn (s PowerOff) data() i32

struct PowerOn #

struct PowerOn {}

PowerOn is played when a redstone component is powered.

fn (PowerOn) event_name #

fn (s PowerOn) event_name() string

fn (PowerOn) data #

fn (s PowerOn) data() i32

struct Record #

struct Record {
pub:
	track string
}

Record is played by a jukebox when a music disc is inserted. track is the disc's own name fragment, stripped of its 'minecraft:music_disc_' prefix by the caller.

fn (Record) event_name #

fn (s Record) event_name() string

fn (Record) data #

fn (s Record) data() i32

struct Teleport #

struct Teleport {}

Teleport is played when an entity teleports, such as by throwing an ender pearl.

fn (Teleport) event_name #

fn (s Teleport) event_name() string

fn (Teleport) data #

fn (s Teleport) data() i32

struct Thunder #

struct Thunder {}

Thunder is played when lightning strikes.

fn (Thunder) event_name #

fn (s Thunder) event_name() string

fn (Thunder) data #

fn (s Thunder) data() i32

struct Totem #

struct Totem {}

Totem is played when a totem of undying saves a player from dying.

fn (Totem) event_name #

fn (s Totem) event_name() string

fn (Totem) data #

fn (s Totem) data() i32

struct TrapdoorClose #

struct TrapdoorClose {}

TrapdoorClose is played when a trapdoor is closed.

fn (TrapdoorClose) event_name #

fn (s TrapdoorClose) event_name() string

fn (TrapdoorClose) data #

fn (s TrapdoorClose) data() i32

struct TrapdoorOpen #

struct TrapdoorOpen {}

TrapdoorOpen is played when a trapdoor is opened.

fn (TrapdoorOpen) event_name #

fn (s TrapdoorOpen) event_name() string

fn (TrapdoorOpen) data #

fn (s TrapdoorOpen) data() i32