Documentation ¶
Index ¶
- type AnvilBreak
- type AnvilLand
- type AnvilUse
- type ArrowHit
- type Attack
- type BarrelClose
- type BarrelOpen
- type BlastFurnaceCrackle
- type BlockBreaking
- type BlockPlace
- type BowShoot
- type BucketEmpty
- type BucketFill
- type Burning
- type Burp
- type ChestClose
- type ChestOpen
- type Click
- type ComposterEmpty
- type ComposterFill
- type ComposterFillLayer
- type ComposterReady
- type Deny
- type DiscType
- func Disc11() DiscType
- func Disc13() DiscType
- func Disc5() DiscType
- func DiscBlocks() DiscType
- func DiscCat() DiscType
- func DiscChirp() DiscType
- func DiscFar() DiscType
- func DiscMall() DiscType
- func DiscMellohi() DiscType
- func DiscOtherside() DiscType
- func DiscPigstep() DiscType
- func DiscRelic() DiscType
- func DiscStal() DiscType
- func DiscStrad() DiscType
- func DiscWait() DiscType
- func DiscWard() DiscType
- func MusicDiscs() []DiscType
- type DoorClose
- type DoorCrash
- type DoorOpen
- type Drowning
- type EnderChestClose
- type EnderChestOpen
- type EquipItem
- type Experience
- type Explosion
- type Fall
- type FenceGateClose
- type FenceGateOpen
- type FireCharge
- type FireExtinguish
- type FireworkBlast
- type FireworkHugeBlast
- type FireworkLaunch
- type FireworkTwinkle
- type Fizz
- type FurnaceCrackle
- type GhastShoot
- type GhastWarning
- type GlassBreak
- type GoatHorn
- type Horn
- type Ignite
- type Instrument
- func Banjo() Instrument
- func Bass() Instrument
- func BassDrum() Instrument
- func Bell() Instrument
- func Bit() Instrument
- func Chimes() Instrument
- func ClicksAndSticks() Instrument
- func CowBell() Instrument
- func Didgeridoo() Instrument
- func Flute() Instrument
- func Guitar() Instrument
- func IronXylophone() Instrument
- func Piano() Instrument
- func Pling() Instrument
- func Snare() Instrument
- func Xylophone() Instrument
- type ItemBreak
- type ItemFrameAdd
- type ItemFrameRemove
- type ItemFrameRotate
- type ItemThrow
- type ItemUseOn
- type LecternBookPlace
- type LevelUp
- type MusicDiscEnd
- type MusicDiscPlay
- type Note
- type Pop
- type SignWaxed
- type SmokerCrackle
- type StopUsingSpyglass
- type TNT
- type Teleport
- type Thunder
- type Totem
- type TrapdoorClose
- type TrapdoorOpen
- type UseSpyglass
- type WaxedSignFailedInteraction
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type AnvilBreak ¶
type AnvilBreak struct {
// contains filtered or unexported fields
}
AnvilBreak is played when an anvil is broken.
type AnvilLand ¶
type AnvilLand struct {
// contains filtered or unexported fields
}
AnvilLand is played when an anvil lands on the ground.
type AnvilUse ¶
type AnvilUse struct {
// contains filtered or unexported fields
}
AnvilUse is played when an anvil is used.
type ArrowHit ¶
type ArrowHit struct {
// contains filtered or unexported fields
}
ArrowHit is a sound played when an arrow hits ground.
type Attack ¶
type Attack struct { // Damage specifies if the attack actually dealt damage to the other entity. If set to false, the sound // will be different from when set to true. Damage bool // contains filtered or unexported fields }
Attack is a sound played when an entity, most notably a player, attacks another entity.
type BarrelClose ¶
type BarrelClose struct {
// contains filtered or unexported fields
}
BarrelClose is played when a barrel is closed.
type BarrelOpen ¶
type BarrelOpen struct {
// contains filtered or unexported fields
}
BarrelOpen is played when a barrel is opened.
type BlastFurnaceCrackle ¶
type BlastFurnaceCrackle struct {
// contains filtered or unexported fields
}
BlastFurnaceCrackle is a sound played every one to five seconds from a blast furnace.
type BlockBreaking ¶
type BlockBreaking struct { // Block is the block which is being broken, for which a sound should be played. The sound played depends // on the block type. Block world.Block // contains filtered or unexported fields }
BlockBreaking is a sound sent continuously while a player is breaking a block.
type BlockPlace ¶
type BlockPlace struct { // Block is the block which is placed, for which a sound should be played. The sound played depends on // the block type. Block world.Block // contains filtered or unexported fields }
BlockPlace is a sound sent when a block is placed.
type BowShoot ¶
type BowShoot struct {
// contains filtered or unexported fields
}
BowShoot is a sound played when a bow is shot.
type BucketEmpty ¶
type BucketEmpty struct { // Liquid is the liquid that the bucket places into the world. Liquid world.Liquid // contains filtered or unexported fields }
BucketEmpty is a sound played when a bucket with a liquid in it is placed into the world.
type BucketFill ¶
type BucketFill struct { // Liquid is the liquid that the bucket is filled up with. Liquid world.Liquid // contains filtered or unexported fields }
BucketFill is a sound played when a bucket is filled using a liquid source block from the world.
type Burning ¶
type Burning struct {
// contains filtered or unexported fields
}
Burning is a sound played when an entity is on fire.
type Burp ¶
type Burp struct {
// contains filtered or unexported fields
}
Burp is a sound played when a player finishes eating an item.
type ChestClose ¶
type ChestClose struct {
// contains filtered or unexported fields
}
ChestClose is played when a chest is closed.
type ChestOpen ¶
type ChestOpen struct {
// contains filtered or unexported fields
}
ChestOpen is played when a chest is opened.
type Click ¶
type Click struct {
// contains filtered or unexported fields
}
Click is a clicking sound.
type ComposterEmpty ¶
type ComposterEmpty struct {
// contains filtered or unexported fields
}
ComposterEmpty is a sound played when a composter has been emptied.
type ComposterFill ¶
type ComposterFill struct {
// contains filtered or unexported fields
}
ComposterFill is a sound played when a composter has been filled, but not gone up a layer.
type ComposterFillLayer ¶
type ComposterFillLayer struct {
// contains filtered or unexported fields
}
ComposterFillLayer is a sound played when a composter has been filled and gone up a layer.
type ComposterReady ¶
type ComposterReady struct {
// contains filtered or unexported fields
}
ComposterReady is a sound played when a composter has produced bone meal and is ready to be collected.
type Deny ¶
type Deny struct {
// contains filtered or unexported fields
}
Deny is a sound played when a block is placed or broken above a 'Deny' block from Education edition.
type DiscType ¶
type DiscType struct {
// contains filtered or unexported fields
}
DiscType represents the type of music disc. Typically, Minecraft has a total of 15 music discs.
func DiscOtherside ¶
func DiscOtherside() DiscType
DiscOtherside returns the music disc "otherside".
func MusicDiscs ¶
func MusicDiscs() []DiscType
MusicDiscs returns a list of all existing music discs.
type DoorClose ¶
type DoorClose struct { // Block is the block which is being closed, for which a sound should be played. The sound played depends on the // block type. Block world.Block // contains filtered or unexported fields }
DoorClose is a sound played when a door is closed.
type DoorCrash ¶
type DoorCrash struct {
// contains filtered or unexported fields
}
DoorCrash is a sound played when a door is forced open.
type DoorOpen ¶
type DoorOpen struct { // Block is the block which is being opened, for which a sound should be played. The sound played depends on the // block type. Block world.Block // contains filtered or unexported fields }
DoorOpen is a sound played when a door is opened.
type Drowning ¶
type Drowning struct {
// contains filtered or unexported fields
}
Drowning is a sound played when an entity is drowning in water.
type EnderChestClose ¶
type EnderChestClose struct {
// contains filtered or unexported fields
}
EnderChestClose is played when a ender chest is closed.
type EnderChestOpen ¶
type EnderChestOpen struct {
// contains filtered or unexported fields
}
EnderChestOpen is played when a ender chest is opened.
type EquipItem ¶
type EquipItem struct { // Item is the item that was equipped. The sound played differs depending on this field. Item world.Item // contains filtered or unexported fields }
EquipItem is a sound played when the player fast equips an item by using it.
type Experience ¶
type Experience struct {
// contains filtered or unexported fields
}
Experience is a sound played whenever a player picks up an XP orb.
type Explosion ¶
type Explosion struct {
// contains filtered or unexported fields
}
Explosion is a sound played when an explosion happens, such as from a creeper or TNT.
type Fall ¶
type Fall struct { // Distance is the distance the entity has fallen. Distance float64 // contains filtered or unexported fields }
Fall is a sound played when an entity falls and hits ground.
type FenceGateClose ¶
type FenceGateClose struct { // Block is the block which is being closed, for which a sound should be played. The sound played depends on the // block type. Block world.Block // contains filtered or unexported fields }
FenceGateClose is a sound played when a fence gate is closed.
type FenceGateOpen ¶
type FenceGateOpen struct { // Block is the block which is being opened, for which a sound should be played. The sound played depends on the // block type. Block world.Block // contains filtered or unexported fields }
FenceGateOpen is a sound played when a fence gate is opened.
type FireCharge ¶
type FireCharge struct {
// contains filtered or unexported fields
}
FireCharge is a sound played when a player lights a block on fire with a fire charge, or when a dispenser or a blaze shoots a fireball.
type FireExtinguish ¶
type FireExtinguish struct {
// contains filtered or unexported fields
}
FireExtinguish is a sound played when a fire is extinguished.
type FireworkBlast ¶
type FireworkBlast struct {
// contains filtered or unexported fields
}
FireworkBlast is a sound played when a small sphere firework explodes.
type FireworkHugeBlast ¶
type FireworkHugeBlast struct {
// contains filtered or unexported fields
}
FireworkHugeBlast is a sound played when a huge sphere firework explodes.
type FireworkLaunch ¶
type FireworkLaunch struct {
// contains filtered or unexported fields
}
FireworkLaunch is a sound played when a firework is launched.
type FireworkTwinkle ¶
type FireworkTwinkle struct {
// contains filtered or unexported fields
}
FireworkTwinkle is a sound played when a firework explodes and should twinkle.
type Fizz ¶
type Fizz struct {
// contains filtered or unexported fields
}
Fizz is a sound sent when a lava block and a water block interact with each other in a way that one of them turns into a solid block.
type FurnaceCrackle ¶
type FurnaceCrackle struct {
// contains filtered or unexported fields
}
FurnaceCrackle is a sound played every one to five seconds from a furnace.
type GhastShoot ¶
type GhastShoot struct {
// contains filtered or unexported fields
}
GhastShoot is a sound played when a ghast shoots a fire charge.
type GhastWarning ¶
type GhastWarning struct {
// contains filtered or unexported fields
}
GhastWarning is a sound played when a ghast is ready to attack.
type GlassBreak ¶
type GlassBreak struct {
// contains filtered or unexported fields
}
GlassBreak is a sound played when a glass block or item is broken.
type GoatHorn ¶
type GoatHorn struct { // Horn is the type of the goat horn. Horn Horn // contains filtered or unexported fields }
GoatHorn is a sound played when a player uses a goat horn.
type Horn ¶
type Horn struct {
// contains filtered or unexported fields
}
Horn represents a variant of a goat horn.
type Ignite ¶
type Ignite struct {
// contains filtered or unexported fields
}
Ignite is a sound played when using a flint & steel.
type Instrument ¶
type Instrument struct {
// contains filtered or unexported fields
}
Instrument represents a note block instrument.
func ClicksAndSticks ¶
func ClicksAndSticks() Instrument
ClicksAndSticks is an instrument type for the note block.
func IronXylophone ¶
func IronXylophone() Instrument
IronXylophone is an instrument type for the note block.
type ItemBreak ¶
type ItemBreak struct {
// contains filtered or unexported fields
}
ItemBreak is a sound played when an item in the inventory is broken, such as when a tool reaches 0 durability and breaks.
type ItemFrameAdd ¶
type ItemFrameAdd struct {
// contains filtered or unexported fields
}
ItemFrameAdd is a sound played when an item is added to an item frame.
type ItemFrameRemove ¶
type ItemFrameRemove struct {
// contains filtered or unexported fields
}
ItemFrameRemove is a sound played when an item is removed from an item frame.
type ItemFrameRotate ¶
type ItemFrameRotate struct {
// contains filtered or unexported fields
}
ItemFrameRotate is a sound played when an item frame's item is rotated.
type ItemThrow ¶
type ItemThrow struct {
// contains filtered or unexported fields
}
ItemThrow is a sound played when a player throws an item, such as a snowball.
type ItemUseOn ¶
type ItemUseOn struct { // Block is generally the block that was created by using the item on a block. The sound played differs // depending on this field. Block world.Block // contains filtered or unexported fields }
ItemUseOn is a sound played when a player uses its item on a block. An example of this is when a player uses a shovel to turn grass into dirt path. Note that in these cases, the Block is actually the new block, not the old one.
type LecternBookPlace ¶
type LecternBookPlace struct {
// contains filtered or unexported fields
}
LecternBookPlace is a sound played when a book is placed in a lectern.
type LevelUp ¶
type LevelUp struct {
// contains filtered or unexported fields
}
LevelUp is a sound played for a player whenever they level up.
type MusicDiscEnd ¶
type MusicDiscEnd struct {
// contains filtered or unexported fields
}
MusicDiscEnd is a sound played when a music disc has stopped playing in a jukebox.
type MusicDiscPlay ¶
type MusicDiscPlay struct { // DiscType is the disc type of the music disc. DiscType DiscType // contains filtered or unexported fields }
MusicDiscPlay is a sound played when a music disc has started playing in a jukebox.
type Note ¶
type Note struct { // Instrument is the instrument of the note block. Instrument Instrument // Pitch is the pitch of the note. Pitch int // contains filtered or unexported fields }
Note is a sound played by note blocks.
type Pop ¶
type Pop struct {
// contains filtered or unexported fields
}
Pop is a sound played when a chicken lays an egg.
type SignWaxed ¶
type SignWaxed struct {
// contains filtered or unexported fields
}
SignWaxed is a sound played when a sign is waxed.
type SmokerCrackle ¶
type SmokerCrackle struct {
// contains filtered or unexported fields
}
SmokerCrackle is a sound played every one to five seconds from a smoker.
type StopUsingSpyglass ¶
type StopUsingSpyglass struct {
// contains filtered or unexported fields
}
StopUsingSpyglass is a sound played when a player stops using a spyglass.
type TNT ¶
type TNT struct {
// contains filtered or unexported fields
}
TNT is a sound played when TNT is ignited.
type Teleport ¶
type Teleport struct {
// contains filtered or unexported fields
}
Teleport is a sound played upon teleportation of an enderman, or teleportation of a player by an ender pearl or a chorus fruit.
type Thunder ¶
type Thunder struct {
// contains filtered or unexported fields
}
Thunder is a sound played when lightning strikes the ground.
type Totem ¶
type Totem struct {
// contains filtered or unexported fields
}
Totem is a sound played when a player uses a totem.
type TrapdoorClose ¶
type TrapdoorClose struct { // Block is the block which is being closed, for which a sound should be played. The sound played depends on the // block type. Block world.Block // contains filtered or unexported fields }
TrapdoorClose is a sound played when a trapdoor is closed.
type TrapdoorOpen ¶
type TrapdoorOpen struct { // Block is the block which is being opened, for which a sound should be played. The sound played depends on the // block type. Block world.Block // contains filtered or unexported fields }
TrapdoorOpen is a sound played when a trapdoor is opened.
type UseSpyglass ¶
type UseSpyglass struct {
// contains filtered or unexported fields
}
UseSpyglass is a sound played when a player uses a spyglass.
type WaxedSignFailedInteraction ¶
type WaxedSignFailedInteraction struct {
// contains filtered or unexported fields
}
WaxedSignFailedInteraction is a sound played when a player tries to interact with a waxed sign.