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sounds.json (sound_definitions.json in Bedrock Edition) is a file used by the sound system in resource packs which tells the sound system what sound files to play when a sound event is triggered by one or more in-game events. This file is located in assets/minecraft in resource packs, and the default file is located in .minecraft/assets/objects (assets/resource_packs/vanilla/sounds on Bedrock Edition), and its hashed name can be found by looking it up in the file .minecraft/assets/indexes/<version>.json.

File structure[edit]

This file is stored in JSON format, but is represented here using NBT.

  • The root Object.
    •  Sound Event: A sound event. The name is usually separated in categories (such as entity.enderman.stare). All default sound events are listed in the table below. (To get a different namespace than minecraft the file must be under a different namespace; not defining it here.)
      •  replace: true/false. Used only in resource packs. True if the sounds listed in sounds should replace the sounds listed in the default sounds.json for this sound event. False if the sounds listed should be added to the list of default sounds. Optional. If undefined, defaults to "false".
      •  subtitle: Translated as the subtitle of the sound if Show Subtitles is enabled ingame. Optional.
      •  sounds: The sound files this sound event uses. One of the listed sounds is randomly selected to play when this sound event is triggered. Optional.
        • The path to a sound file from the "namespace/sounds" folder (excluding the .ogg file extension). Uses forward slashes. The namespace defaults to minecraft but it can be changed by prepending a namespace and separating it with a :.
        • A sound file. This Object is used only when the sound requires additional Strings.
          •  name: The path to this sound file from the "namespace/sounds" folder (excluding the .ogg file extension). The namespace defaults to minecraft but it can be changed by prepending a namespace and separating it with a :. Uses forward slashes instead of backslashes. May instead be the name of another sound event (according to value of "type").
          •  volume: The volume for playing this sound. Value is a decimal between 0.0 and 1.0. If undefined, defaults to 1.0.
          •  pitch: Plays the pitch at the specified value. If undefined, defaults to 1.0, but higher and lower values can be chosen.
          •  weight: The chance that this sound is selected to play when this sound event is triggered. Defaults to 1. An example: putting 2 in for the value would be like placing in the name twice. Only accepts integers.
          •  stream: true/false. True if this sound should be streamed from its file. It is recommended that this is set to "true" for sounds that have a duration longer than a few seconds to avoid lag. Used for all sounds in the "music" and "record" categories (except Note Block sounds), as (almost) all the sounds that belong to those categories are over a minute long. Optional. If undefined, defaults to "false". Setting this to false allows many more instances of the sound to be ran at the same time while setting it to true only allows 4 instances (of that type) to be ran at the same time.
          •  attenuation_distance: Modify sound reduction rate based on distance. Used by portals, beacons, and conduits. Defaults to 16.
          •  preload: true/false. True if this sound should be loaded when loading the pack instead of when the sound is played. Used by the underwater ambience. Defaults to "false".
          •  type: Two values are available: "sound" and "event"; "sound" causes the value of "name" to be interpreted as the name of a file, while "event" causes the value of "name" to be interpreted as the name of an already defined event. If undefined, defaults to "sound".

An example of a pre-1.10 sounds.json can be found here.
Dinnerbone's pre-1.10 specifications can be found here.

Sound events[edit]

A sound event is linked to one or more in-game events. Two sound events may share the same sound file, but correspond to different in-game events and/or belong to different sound categories. A few valid sound events aren't included in sounds.json, while others don't have an in-game event associated with them. Any sound event that lacks an in-game event can be played only with /playsound. All default sound events, the sounds they use, the category they belong to, the subtitle that plays at that event, and the in-game events they are triggered by are listed in the following table.

Java Edition values

Bedrock Edition values

Block sound categories[edit]

Clock JE3.gif
This section's factual accuracy may be compromised due to out-of-date information.
The reason given is: Does not include blocks added in 1.13+, and many notes are now false
Please update this section to reflect recent updates or newly available information.

The sound system divides all blocks into categories to determine which sounds play when a block is placed, destroyed, or walked on.

Slime Blocks and Honey Blocks are not included in the following table because they have unique digging and step sounds.

This list is incomplete; you can help by expanding it.
Category Blocks Notes
cloth Wool
Fire[note 1]
Fire's destruction sound is random.fizz instead of dig.cloth.
grass Grass Block
Wet Sponge
Tall Grass
Dead Bush
Brown Mushroom
Red Mushroom
Sugar Canes
Lily Pad
Hay Bale
Lily Pads have unique placing sounds; Wheat, Carrots, and Potatoes do not make a sound when placed.
gravel Dirt
Coarse Dirt
sand Sand
Red Sand
Soul Sand
Concrete Powder
snow Snow (cover)
Snow Block
stone Stone
Polished Granite
Polished Diorite
Polished Andesite
Gold Ore
Iron Ore
Coal Ore
Lapis Lazuli Ore
Lapis Lazuli Block
Sticky Piston
Stone Slab
Mossy Cobblestone
Monster Spawner
Redstone Wire
Diamond Ore
Cobblestone Stairs
Stone Pressure Plate
Redstone Ore
Stone Button
Monster Egg
Stone Bricks
Brick Stairs
Stone Brick Stairs
Nether Bricks
Nether Brick Fence
Nether Brick Stairs
Nether Wart
Enchantment Table
Brewing Stand
End Portal
End Stone
Dragon Egg
Sandstone Stairs
Emerald Ore
Ender Chest
Tripwire Hook
Command Block
Cobblestone Wall
Flower Pot
Block of Redstone
Nether Quartz Ore
Block of Quartz
Quartz Stairs
Stained Clay
Prismarine Bricks
Dark Prismarine
Glazed Terracotta
Block of Coal
Red Sandstone
Red Sandstone Stairs
Red Sandstone Slab
Magma Block
Shulker Box
Jukeboxes are the only blocks in this category that are mined with an Axe instead of a Pickaxe.
Redstone Wire and Nether Wart do not make a sound when placed.
metal Block of Gold
Block of Iron
Block of Diamond
Block of Emerald
Iron Door
Iron Bars
Activator Rail
Iron Trapdoor
Powered Rail
Detector Rail
Diamond blocks and emerald blocks are not metals in theory, but they actually make metal sounds.
wood Oak Wood Planks
Spruce Wood Planks
Birch Wood Planks
Jungle Wood Planks
Acacia Wood Planks
Dark Oak Wood Planks
Oak Wood
Spruce Wood
Birch Wood
Jungle Wood
Note Block
Oak Wood Stairs
Crafting Table
Wooden Pressure Plate
Redstone Torch
Oak Fence
Redstone Repeater
Redstone Comparator[note 1]
Wooden Trapdoor
Huge Mushroom Block
Pumpkin Stem
Melon Stem
Oak Fence Gate
Oak Wood Slab
Spruce Wood Slab
Birch Wood Slab
Jungle Wood Slab
Acacia Wood Slab
Dark Oak Wood Slab
Cocoa Pod
Spruce Wood Stairs
Birch Wood Stairs
Jungle Wood Stairs
Wooden Button
Trapped Chest
Light Weighted Pressure Plate
Heavy Weighted Pressure Plate[note 1]
Daylight Sensor
Acacia Wood
Dark Oak Wood
Acacia Wood Stairs
Dark Oak Wood Stairs
Spruce Fence Gate
Birch Fence Gate
Jungle Fence Gate
Dark Oak Fence Gate
Acacia Fence Gate
Spruce Fence
Birch Fence
Jungle Fence
Dark Oak Fence
Acacia Fence
Spruce Door
Birch Door
Jungle Door
Acacia Door
Dark Oak Door
Nether Wart Block
End Rod
Weighted Pressure Plates are the only blocks in this category that are mined with a Pickaxe instead of an Axe.
Pumpkin Stems, Melon Stems, Cocoa Pods, and Banners do not make a sound when placed.
glass Glass
Nether Portal
Stained Glass
Glass Pane
End Portal Frame
Redstone Lamp
Stained Glass Pane
Sea Lantern
Packed Ice
These blocks use the walking, placing[note 1] and cracking sounds of "stone" blocks, but their destruction sound is
  1. a b c d MC-91091


Java Edition
1.7.213w42aAdded sounds.json
1.915w43bAdded "subtitle" field
15w43aChanged the ID of most sounds. The older IDs can be found at Sounds.json/Java Edition values before 1.9.
16w02aAdded "voice" sound event category
1.10pre2Removed "category" field[1]
1.1318w10aAdded "preload" field.
Pocket Edition
1.0.4alpha sound_definitions.json