Sounds¶
Quick Start: Pick your goal.
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 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) |
limbo-countdown |
Each titled hold-countdown number, beside the standard countdown sound (block.lever.click) |
announce.hunter |
Each hunter at role announcement |
announce.speedrunner |
Each speedrunner at role announcement |
announce.spectator |
Each spectator at role announcement |
ranked-promotion-near |
A ranked gain leaving the next win decisive (block.anvil.place, pitch 1.4, volume 0.7) |
ranked-gain |
A standard ranked gain (block.anvil.use, pitch 1.1, volume 0.7) |
ranked-demotion-near |
A ranked loss leaving the next loss decisive (block.anvil.place, pitch 0.5, volume 0.7) |
ranked-loss |
A standard ranked loss (block.anvil.destroy, pitch 0.9, volume 0.7) |
ranked-no-change |
An unchanged ranked elo (block.anvil.break, pitch 1.2, volume 0.7) |
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 |
Lobby Sounds¶
One open sound per lobby toolbar item, played only when the GUI actually opens:
| Entry | Plays on |
|---|---|
quickmatch-open |
The quick match browser (block.azalea.place, pitch 0.9) |
cosmetics-open |
The cosmetics menu (entity.warden.tendril_clicks) |
settings-open |
The personal toggles panel (block.shelf.hit, pitch 0.9) |
switcher-open |
The lobby switcher (block.shelf_mushroom.step, pitch 0.9) |
Cinematic Sounds¶
| Entry | Plays on |
|---|---|
spawn |
A player spawning in during the staggered finale (entity.chicken.egg, pitch 0.9, volume 0.9) |
narration |
Each film narration line (block.deepslate_tiles.break, pitch 0.8, volume 0.8) |
skip-vote |
Each cinematic skip vote, heard by the voter (block.lever.click, pitch 1.5, volume 1.0) |
Sound Overrides (Per Lobby)¶
- The
overridesblock at the bottom ofsounds.ymlswaps sounds for one lobby: the lobby id first, then the same nesting as the file itself, with sound-entry maps as leaves. - Partial entries merge over the base sound; lobbies without a block hear the base sounds.
- A malformed block logs a warning on load and reads the base sounds.
Every file ships a lobby 100 example on chat.team-chat so the
shape is visible; run /manhunt reload after editing.