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Sounds

For: intermediate admins styling feedback.

Sound names are namespaced Minecraft keys (e.g. block.note_block.pling). A sound explorer like JSoundExplorer helps pick them.

Sounds live in sounds.yml. Each entry supports enabled, sound, pitch, and volume:

ui:
  neutral-sound:
    enabled: true
    sound: block.spawner.fall
    pitch: 1.0
    volume: 1.0

UI Sounds

Shared interface sounds across commands, GUIs, and the setup tutorial:

Entry Plays on
neutral-sound Confirmations: match start, hunter spawn, setting updates
angry-sound Validation errors and invalid input
destructive-sound Confirmed deletes, like removing a modifier

Game Sounds

Each entry plays at a fixed match moment:

Entry Plays on
autostart-countdown Autostart and hunter spawn countdowns
autostart-cancelled A cancelled autostart countdown
speedrunner-natural-death A speedrunner natural death (entity.player.hurt_freeze, pitch 0.9, volume 0.82)
hunter-natural-death A hunter natural death (entity.player.hurt, pitch 0.9, volume 0.75)
speedrunner-killed A hunter killing a speedrunner (entity.zombie.attack_iron_door, pitch 0.9, volume 0.8)
hunter-killed A speedrunner killing a hunter (item.golden_dandelion.use, pitch 0.8, volume 0.65)
friendly-fire A friendly fire kill (item.goat_horn.sound.4, pitch 0.9, volume 0.7)
speedrunner-eliminated A speedrunner elimination (item.trident.hit_ground, pitch 0.8, volume 0.9)
hunter-eliminated A hunter elimination (item.spear.lunge_2, pitch 0.8, volume 0.9)
win-sound A speedrunner win (block.beacon.activate, pitch 1.1)
fail-sound A hunter win (block.sculk_shrieker.break, pitch 0.7)
cancelled-sound A cancelled match (defaults to the hunter win sound)
match-started Match start, after any prestart (entity.illusioner.ambient, pitch 0.9)
announce.hunter Each hunter at role announcement
announce.speedrunner Each speedrunner at role announcement

Compass Sounds

Heard by the compass holder:

Entry Plays on
left-click Target lock changes
right-click A click refresh (and analysis resolution) onto a target
analysis Ticked while an analysis runs
failure A failed click: too near or far, interference, no target
cost-too-high An unaffordable analysis cost (defaults to failure)
cost-used-exp An experience charge
cost-used-health A health charge
cost-used-saturation A hunger charge (one picked at random when several apply)

Chat Sounds

Entry Plays on
team-chat Each team chat message, for recipients