Class BlockSounds
- Namespace
- Vintagestory.API.Common
- Assembly
- VintagestoryAPI.dll
A set of sounds that are defined for a block. All fields use default or empty sounds if not set.
public class BlockSounds
- Inheritance
-
BlockSounds
Examples
"sounds": {
"place": "block/dirt",
"break": "block/dirt",
"hit": "block/dirt",
"walk": "walk/grass"
},
Fields
Ambient (Optional)
Played in ambience for this block.
public AssetLocation Ambient
Field Value
AmbientBlockCount (Optional) (Default: 10)
Amount of nearby ambient sound blocks in order to reach full ambient sound volume
public float AmbientBlockCount
Field Value
AmbientMaxDistanceMerge (Optional) (Default: 3)
Adjacent ambient sound sources are merged to avoid playing too many sounds too loudly. This is the maximum distance a sound source can be from another to allow a merge.
public float AmbientMaxDistanceMerge
Field Value
AmbientSoundType (Optional) (Default: Ambient)
The type of sound for this block's ambient sound.
public EnumSoundType AmbientSoundType
Field Value
Properties
Break (Optional)
Played when this block is broken.
public virtual AssetLocation Break { get; set; }
Property Value
ByTool (Optional) (Default: None)
Gets the sound that occurs when a specific tool hits a block. (Note for coders: if none specified in the JSON, this will be null from version 1.20.4 onwards)
public virtual Dictionary<EnumTool, BlockSounds> ByTool { get; set; }
Property Value
Hit (Optional)
Played when this block is hit. Will be overridden by ByTool if an appropriate tool is set.
public virtual AssetLocation Hit { get; set; }
Property Value
Inside (Optional)
Played when an entity moves inside this block. Primarily used for liquids.
public virtual AssetLocation Inside { get; set; }
Property Value
Place (Optional)
Played when this block is placed.
public virtual AssetLocation Place { get; set; }
Property Value
Walk (Optional)
Played when an entity walks on this block.
public virtual AssetLocation Walk { get; set; }