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Sounds: Ambient Atmospheric

AvgZing edited this page Jan 25, 2024 · 10 revisions

All sounds can be played and manipulated with the /playsound command. There is no capitalization in sound names. A target should be selected in order to hear the sound properly, using either the /playsound’s built in targeting system or the /execute command. In instances where there are multiple versions of a sound to pick from, the number of versions is replaced with “random” and all versions are randomized. Deepfrost Drones have 18 tracks (rather than the usual 9 or fewer), so it has been split into .random (all 18), and .random1/.random2 (each of which having 9), to replicate the in-game “9 tracks per dropper” randomization.

As of v1.3.0, ambient and atmospheric sounds have been implemented fully with 256 block range and intention of targeting the player when playing the sounds. All sounds are currently categorized as neutral (and can be adjusted via the “Sounds” category in the in-game settings’ Audio Tab), which may be changed in a future release.

NOTE: In v1.7.0, ambient and event sounds for Evokers were removed, so they are Silent, matching the Java silenced evokers. Unrelated, evokers now have 500 health for the same reason, matching java’s invulnerable evokers.

Sounds List

  • do2.ambient.drone.deepfrost.random
  • do2.ambient.drone.deepfrost.random1
  • do2.ambient.drone.deepfrost.random2
  • do2.ambient.drone.set1.random
  • do2.atmospherics.cavegust.random
  • do2.atmospherics.ghostlywhisper.random
  • do2.atmospherics.icecracks.random
  • do2.atmospherics.metalcreak.random
  • do2.atmospherics.wind.woosh
  • do2.atmospherics.woodcreak.random

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