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Template:SoundLine

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Usage

SoundLine represents one entry in a {{SoundTable}}

Arguments

Parameter Function
sound The sound, set to "-" if none in this event.
sound2 - sound20 Additional sounds.
rowspan How many rows the Sound column for this row should take up.
subtitle The subtitle, set to "-" if none in this event.
source The sound category (slider in the sounds menu). Should be one of the following:
  • Master Volume (or master)
  • Music (or music)
  • Jukebox/Note Blocks (or record)
  • Weather (or weather)
  • Hostile Creatures (or hostile)
  • Friendly Creatures (or neutral)
  • Players (or player)
  • Blocks (or block)
  • Ambient/Environment (or ambient)
  • Voice/Speech (or voice)
  • UI (or ui)
  • Sound (or sound)
  • Entity-Dependent (or dependent)
  • None (or none or -)

"Sound" is exclusive to Bedrock Edition and historical Java Edition versions. "Entity-Dependent" is for entities that play sounds, such as footsteps, using their own sound sources. "None" is exclusive to unused sound events.

overridesource Set to any value for the source to use what is given to the template, rather than one of the values above.
description When the sound plays.
id The sound event/resource location (code formatting automatically added). Do not add anything other than the id here; that goes in idnote.
idnote Text, such as a reference, to be added after the id, without code formatting.
translationkey The subtitle key/translation key (code formatting automatically added), set to "-" if none in this event. Do not add anything other than the translation key here; that goes in translationkeynote.
translationkeynote Text, such as a reference, to be added after the translation key, without code formatting.
volume The volume the game plays this sound event at.
pitch The pitch the game plays this sound event at.
distance The attenuation distance the game plays this sound event at.
descritptivename The readable part of the audio file name. (Story Mode only)
guid The unique identifier (GUID) of the audio file within a sound bank. (Story Mode only)
eventpath The FMOD event path used to trigger this sound in-game. (Story Mode only)
oneshot Whether the FMOD sound event plays only once and does not loop. Should only be used if the sound's one-shot property is the same across all banks. (Story Mode only)
oneshottrue - oneshottrue20 Adds a list of banks where the sound's one-shot property is true. (Story Mode only)
oneshotfalse - oneshotfalse20 Adds a list of banks where the sound's one-shot property is false. (Story Mode only)
streaming Whether the FMOD sound is streamed from disk instead of being fully loaded into memory. Should only be used if the sound's streaming property is the same across all banks. (Story Mode only)
streamingtrue - streamingtrue20 Adds a list of banks where the sound's one-shot property is true. (Story Mode only)
streamingfalse - streamingfalse20 Adds a list of banks where the sound's streaming property is false. (Story Mode only)
is3d Whether the FMOD sound is spatialized in 3D space. Should only be used if the sound's property is the same across all banks. (Story Mode only)
is3dtrue - is3dtrue20 Adds a list of banks where the sound's property is true. (Story Mode only)
is3dfalse - is3dfalse20 Adds a list of banks where the sound's property is false. (Story Mode only)
bank - bank20 The FMOD sound bank(s) containing the audio. Should only be used if all banks are in the same season. (Story Mode only)
season1bank - season1bank20 The FMOD sound bank(s) containing the audio in Season One. (Story Mode only)
season2bank - season2bank20 The FMOD sound bank(s) containing the audio in Season Two. (Story Mode only)
season The season where the sound is used. (Story Mode only)
  • Sound in only one season:
    One
  • Sound in both seasons:
    One & Two

Template data

Template parameters[Edit template data]

This template has custom formatting.

ParameterDescriptionTypeStatus
soundsound

The first sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound2sound2

The second sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound3sound3

The third sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound4sound4

The fourth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound5sound5

The fifth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound6sound6

The sixth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound7sound7

The seventh sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound8sound8

The eighth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound9sound9

The ninth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound10sound10

The tenth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound11sound11

The eleventh sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound12sound12

The twelfth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound13sound13

The thirteenth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound14sound14

The fourteenth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound15sound15

The fifteenth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound16sound16

The sixteenth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound17sound17

The seventeenth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound18sound18

The eighteenth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound19sound19

The nineteenth sound file name

Example
Creeper hurt1.ogg
Filesuggested
sound20sound20

The twentieth sound file name

Example
Creeper hurt1.ogg
Filesuggested
rowspanrowspan

How many rows the Sound column for this row should take up. Only needs to be defined for the first.

Default
1
Example
3
Numberoptional
subtitlesubtitle

The subtitle, set to "-" if none in this event.

Example
Creeper dies
Linesuggested
sourcesource

The sound category (slider in the sounds menu).

Suggested values
Master Volume Music Jukebox/Note Blocks Weather Hostile Creatures Friendly Creatures Players Blocks Ambient/Environment Voice/Speech Sound Entity-Dependent None
Example
hostile
Linesuggested
overridesourceoverridesource

Set to any value for the source to use what is given to the template, rather than one of the values above.

Suggested values
1
Example
1
Booleanoptional
descriptiondescription

When the sound plays.

Example
When a creeper dies
Contentsuggested
idid

The sound event/resource location (code formatting automatically added). Do not add anything other than the id here; that goes in idnote.

Example
entity.creeper.death
Linesuggested
idnoteidnote

Text, such as a reference, to be added after the id, without code formatting.

Example
<ref group=sound name=LousyEvents/>
Contentoptional
translationkeytranslationkey

The subtitle key/translation key (code formatting automatically added), set to "-" if none in this event.

Example
subtitles.entity.creeper.death
Linesuggested
translationkeynotetranslationkeynote

Text, such as a reference, to be added after the translation key, without code formatting.

Example
<ref group=sound name=LousyEvents/>
Contentoptional
volumevolume

The volume the game plays this sound event at.

Example
1.0
Linesuggested
pitchpitch

The pitch the game plays this sound event at.

Example
1.0
Linesuggested
distancedistance

The attenuation distance the game plays this sound event at.

Example
16
Linesuggested
descritptivenamedescritptivename

The readable part of the audio file name. (Story Mode only)

Example
source_bat_loop
Stringsuggested
guidguid

The unique identifier (GUID) of the audio file within a sound bank. (Story Mode only)

Example
cbde7678-2ed7-476d-bdc3-d2bf556a371c
Stringsuggested
eventpatheventpath

The FMOD event path used to trigger this sound in-game. (Story Mode only)

Example
event:/Common/Com SFX/Mojang source SFX/menu UI/ui_keyArt_tempMusic
Stringsuggested
oneshotoneshot

Whether the FMOD sound event plays only once and does not loop. (Story Mode only)

Example
True
Booleansuggested
streamingstreaming

Whether the FMOD sound is streamed from disk instead of being fully loaded into memory. (Story Mode only)

Example
True
Booleansuggested
is3dis3d

Whether the FMOD sound is spatialized in 3D space. (Story Mode only)

Example
True
Booleanoptional
bankbank

The FMOD sound bank(s) containing the audio. Use <code> directly for a single bank to avoid module overhang, and {{code|delimiter=,}} for multiple banks. If the banks are the same in both seasons, list them once. If the banks differ, specify them per season. (Story Mode only)

Example
"<code>101 Streaming.bank</code>" or "{{code|delimiter=,|101.bank|103.bank}}"
Stringsuggested
seasonseason

The season where the sound is used. (Story Mode only)

Example
"One", "Two", or "One & Two"
Stringsuggested
[view] [edit] [history] [purge]The above documentation is transcluded from Template:SoundLine/doc.
Retrieved from "https://minecraft.wiki/w/Template:SoundLine?oldid=2929231"

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