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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:
  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)
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 overrides block at the bottom of sounds.yml swaps 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.
overrides:
  "2":
    chat:
      team-chat:
        pitch: 1.6

Every file ships a lobby 100 example on chat.team-chat so the shape is visible; run /manhunt reload after editing.