2
[SOLUTION]Custom sounds with map resource pack(1.12.2)
I have been working on a map with some custom sounds but after many attempts, I am unable to get the sounds to play with the maps autoloading resources. [Resolved]
Within my map save folder is the resources folder.
Within resources/assets/minecraft/ there exists sounds.json in the following format:
(NOTE: Use of capital letters will render those lines of code un-parsable -- USE ONLY lower case in the json code and in sound file names.
Ex: sound1 is parsable where Sound1 is un-parsable.)
{
"custom.sound1":{
"sounds":[
"custom/sound1"
]
}
If multiple sounds are indexed - the following:
{
"custom.sound1":{
"sounds":[
"custom/sound1"
]
},
{
"custom.sound2":{
"sounds":[
"custom/sound2"
]
}
And so on. . .
Inside of resources/assets/minecraft/sounds/custom/ are various sound files which are in the .OGG format.
If your files are Not in .OGG format then you will Need to convert them; you can use Audacity to convert them. You will need to download Audacity if you do not already have it. Or you can use an online converter.
Within my map save folder is the resources folder.
Within resources/assets/minecraft/ there exists sounds.json in the following format:
(NOTE: Use of capital letters will render those lines of code un-parsable -- USE ONLY lower case in the json code and in sound file names.
Ex: sound1 is parsable where Sound1 is un-parsable.)
{
"custom.sound1":{
"sounds":[
"custom/sound1"
]
}
If multiple sounds are indexed - the following:
{
"custom.sound1":{
"sounds":[
"custom/sound1"
]
},
{
"custom.sound2":{
"sounds":[
"custom/sound2"
]
}
And so on. . .
Inside of resources/assets/minecraft/sounds/custom/ are various sound files which are in the .OGG format.
If your files are Not in .OGG format then you will Need to convert them; you can use Audacity to convert them. You will need to download Audacity if you do not already have it. Or you can use an online converter.
5
i cant tell if your answering your own question here but I've found it better to replace sound files for different things rather then adding your own sounds.
I had appended a question I had with a solution I found.
What is the difference that makes replacing preexisting sounds better than adding new sound files? I am genuinely interested in knowing if it is actually more efficient to replace sounds as opposed to adding new ones.
What is the difference that makes replacing preexisting sounds better than adding new sound files? I am genuinely interested in knowing if it is actually more efficient to replace sounds as opposed to adding new ones.
i dont know if there is an actual difference its just my personal preference to do that. It makes it easier for me
Fair enough; I see that is much less work than appending the actual .json to add new sounds.
Although, I actually went through the trouble of adding files and creating the custom .json because it was more organized of a method, and was much less of a headache to keep track of the correct sounds.
I asked because I had heard that storing longer sound files like music for example in the Music directory, specifically, was actually better than storing it elsewhere to be indexed. I am not sure if this is the case either.
Although, I actually went through the trouble of adding files and creating the custom .json because it was more organized of a method, and was much less of a headache to keep track of the correct sounds.
I asked because I had heard that storing longer sound files like music for example in the Music directory, specifically, was actually better than storing it elsewhere to be indexed. I am not sure if this is the case either.
I do it in a way so that I can keep track of which sounds i change. When i change an ingame sound for a map that I'm making, I usually rename the sound so that I can tell it apart.
