Documentation ¶
Index ¶
- type Attack
- type BarrelClose
- type BarrelOpen
- type BlockBreaking
- type BlockPlace
- type BucketEmpty
- type BucketFill
- type Burp
- type ChestClose
- type ChestOpen
- type Click
- type Deny
- type Door
- type DoorCrash
- type Explosion
- type FireExtinguish
- type Fizz
- type Ignite
- type ItemBreak
- type ItemUseOn
- type Note
- type Pop
- type Thunder
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
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 than 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 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 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 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 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 Door ¶
type Door struct {
// contains filtered or unexported fields
}
Door is a sound played when a (trap)door is opened or closed.
type DoorCrash ¶
type DoorCrash struct {
// contains filtered or unexported fields
}
DoorCrash is a sound played when a door is forced open.
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 FireExtinguish ¶
type FireExtinguish struct {
// contains filtered or unexported fields
}
FireExtinguish is a sound played when a fire is extinguished.
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 Ignite ¶
type Ignite struct {
// contains filtered or unexported fields
}
Ignite is a sound played when using a flint & steel.
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 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 Note ¶
type Note struct { // Instrument is the instrument of the note block. Instrument instrument.Instrument // Pitch is the pitch of the note. Pitch int // contains filtered or unexported fields }
Note is a sound played by note blocks.