- #Minecraft resource pack sounds mod#
- #Minecraft resource pack sounds update#
- #Minecraft resource pack sounds full#
You've got a quality product here, you're doing great, and remember to keep it up.
#Minecraft resource pack sounds mod#
I mean all of this to be taken as advice, rather than harsh criticism, because the pack is very good and helps spice up the game's audio, especially when paired with an ambience mod and a sound filter mod. added 8 more extra sounds Click to expand.
#Minecraft resource pack sounds update#
supports 1.9+ (the warning may be scary but you're better than that) update changelog. note: this pack only changes pre-1.12 noteblocks. Those are really the only issues I had with this resource pack, everything else is great.ĭo note that these points are simply from me digging through the files, rather than playing in-game, so some of them may be invalid. there are extra sounds 2 extra sounds to replace bassattack and harp in the sounds folder if you want to change it up a bit. The above point also partially applies to the basic pain sounds as well, as they have too much blood splattering.Ħ) The animal sounds are simply too realistic for blocky lego creatures.ħ) The fuse sound could be more sudden, more impactful, like the vanilla noise.
Reducing the blood gush and adding more crackling/sparking should do the trick. Modifying the vanilla sounds for these couldĥ) The fire pain sounds are way too watery, lacking fire. The same goes for the dig sounds, lacking the debris one would expect from sand and gravel.ģ) The chest sounds make it seem like you're punching the chest instead of opening it, changing it to a less sudden sound should correct that.Ĥ) The eating, drinking and burp sounds sound too out-of-place for Minecraft, too realistic. Normalizing them to about -4 / -5 db in Audacity produced a much more audible result, while not being too loud.Ģ) The gravel and sand footsteps sound too solid, like concrete with some sand and rocks scattered across it, when it should sound more loose and shuffly. Logically, at first, I thought to just change the bow.ogg sound to a clip of a Mosin firing, and it worked, the bow in the game now consistently used that sound, but so did every other item that uses that same sound effect (Like throwing an egg, for instance) so that was a no go.Īfter some time, I learned about adding custom sounds in a resource pack using sounds.json, and I've done that, and I've linked the bow firing sound () to a custom sound called "mosin.ogg" and it is working, the bow is now using the sound, whilst no other item is, but the problem is that the bow is also using the base bow sound as well, so it alternates between the two sounds, which is obviously problematic.Hello! This pack is great, though I've noticed a few flaws, some of which can be considered a personal opinion, though shouldn't be ignored.ġ) The cave ambient sounds are wayyy too quiet. Now, with that in mind, I have been trying to make a custom pack for me and some friends that turns the bow into a Mosin Nagant: The model is (Mostly) working, everything seemed pretty good, until I got to work on changing the sounds. With the addition of Resource Packs in Minecraft 1.6.1, I decided it was about time that I went in and re-did a ton of the sounds, records, & music. So, to preface this, I'm very new to making resource packs and I only know the very very basics.
#Minecraft resource pack sounds full#
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every sound i added has a 'XonkSounds' word attached to them, so if you search that, you can find all the sounds settings i put there. once inside, if you click the keys ctrl + F, you can search for words. json filed named 'sounds.json' and open it with a text editor.
Caves & Cliffs 1.18 FAQ | Login/Stolen Account Problems | Technical Problems On /r/Minecraft sounds.json (sounddefinitions.json in Bedrock Edition) is a file used by the sound system in resource packs which tells the sound system what sound files.