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
- Constants
- interface Sound
- struct ArrowHit
- struct Attack
- struct BarrelClose
- struct BarrelOpen
- struct BlockBreaking
- struct BlockPlace
- struct BowShoot
- struct BucketEmpty
- struct BucketFill
- struct Burning
- struct Burp
- struct ChestClose
- struct ChestOpen
- struct Click
- struct Deny
- struct DoorClose
- struct DoorOpen
- struct Drowning
- struct Experience
- struct Explosion
- struct Fall
- struct FenceGateClose
- struct FenceGateOpen
- struct FireExtinguish
- struct Fizz
- struct GlassBreak
- struct GoatHorn
- struct Ignite
- struct ItemBreak
- struct ItemThrow
- struct ItemUseOn
- struct LevelUp
- struct Note
- struct Pop
- struct PowerOff
- struct PowerOn
- struct Record
- struct Teleport
- struct Thunder
- struct Totem
- struct TrapdoorClose
- struct TrapdoorOpen