sound

package
v0.5.16 Latest Latest
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Published: Feb 23, 2022 License: MIT Imports: 2 Imported by: 0

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Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type ArrowHit

type ArrowHit struct {
	// contains filtered or unexported fields
}

ArrowHit is a sound played when an arrow hits ground.

func (ArrowHit) Play

func (ArrowHit) Play(*world.World, mgl64.Vec3)

Play ...

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.

func (Attack) Play

func (Attack) Play(*world.World, mgl64.Vec3)

Play ...

type BarrelClose

type BarrelClose struct {
	// contains filtered or unexported fields
}

BarrelClose is played when a barrel is closed.

func (BarrelClose) Play

func (BarrelClose) Play(*world.World, mgl64.Vec3)

Play ...

type BarrelOpen

type BarrelOpen struct {
	// contains filtered or unexported fields
}

BarrelOpen is played when a barrel is opened.

func (BarrelOpen) Play

func (BarrelOpen) Play(*world.World, mgl64.Vec3)

Play ...

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.

func (BlockBreaking) Play

func (BlockBreaking) Play(*world.World, mgl64.Vec3)

Play ...

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.

func (BlockPlace) Play

func (BlockPlace) Play(*world.World, mgl64.Vec3)

Play ...

type BowShoot

type BowShoot struct {
	// contains filtered or unexported fields
}

BowShoot is a sound played when a bow is shot.

func (BowShoot) Play

func (BowShoot) Play(*world.World, mgl64.Vec3)

Play ...

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.

func (BucketEmpty) Play

func (BucketEmpty) Play(*world.World, mgl64.Vec3)

Play ...

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.

func (BucketFill) Play

func (BucketFill) Play(*world.World, mgl64.Vec3)

Play ...

type Burp

type Burp struct {
	// contains filtered or unexported fields
}

Burp is a sound played when a player finishes eating an item.

func (Burp) Play

func (Burp) Play(*world.World, mgl64.Vec3)

Play ...

type ChestClose

type ChestClose struct {
	// contains filtered or unexported fields
}

ChestClose is played when a chest is closed.

func (ChestClose) Play

func (ChestClose) Play(*world.World, mgl64.Vec3)

Play ...

type ChestOpen

type ChestOpen struct {
	// contains filtered or unexported fields
}

ChestOpen is played when a chest is opened.

func (ChestOpen) Play

func (ChestOpen) Play(*world.World, mgl64.Vec3)

Play ...

type Click

type Click struct {
	// contains filtered or unexported fields
}

Click is a clicking sound.

func (Click) Play

func (Click) Play(*world.World, mgl64.Vec3)

Play ...

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.

func (Deny) Play

func (Deny) Play(*world.World, mgl64.Vec3)

Play ...

type Door

type Door struct {
	// contains filtered or unexported fields
}

Door is a sound played when a (trap)door is opened or closed.

func (Door) Play

func (Door) Play(*world.World, mgl64.Vec3)

Play ...

type DoorCrash

type DoorCrash struct {
	// contains filtered or unexported fields
}

DoorCrash is a sound played when a door is forced open.

func (DoorCrash) Play

func (DoorCrash) Play(*world.World, mgl64.Vec3)

Play ...

type EndermanTeleport

type EndermanTeleport struct {
	// contains filtered or unexported fields
}

EndermanTeleport is a sound played upon teleportation of an enderman, or teleportation of a player by an ender pearl or a chorus fruit.

func (EndermanTeleport) Play

func (EndermanTeleport) Play(*world.World, mgl64.Vec3)

Play ...

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.

func (Explosion) Play

func (Explosion) Play(*world.World, mgl64.Vec3)

Play ...

type FireExtinguish

type FireExtinguish struct {
	// contains filtered or unexported fields
}

FireExtinguish is a sound played when a fire is extinguished.

func (FireExtinguish) Play

func (FireExtinguish) Play(*world.World, mgl64.Vec3)

Play ...

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.

func (Fizz) Play

func (Fizz) Play(*world.World, mgl64.Vec3)

Play ...

type GlassBreak

type GlassBreak struct {
	// contains filtered or unexported fields
}

GlassBreak is a sound played when a glass block or item is broken.

func (GlassBreak) Play

func (GlassBreak) Play(*world.World, mgl64.Vec3)

Play ...

type Ignite

type Ignite struct {
	// contains filtered or unexported fields
}

Ignite is a sound played when using a flint & steel.

func (Ignite) Play

func (Ignite) Play(*world.World, mgl64.Vec3)

Play ...

type Instrument

type Instrument struct {
	// contains filtered or unexported fields
}

Instrument represents a note block instrument.

func Banjo

func Banjo() Instrument

Banjo is an instrument type for the note block.

func Bass

func Bass() Instrument

Bass is an instrument type for the note block.

func BassDrum

func BassDrum() Instrument

BassDrum is an instrument type for the note block.

func Bell

func Bell() Instrument

Bell is an instrument type for the note block.

func Bit

func Bit() Instrument

Bit is an instrument type for the note block.

func Chimes

func Chimes() Instrument

Chimes is an instrument type for the note block.

func ClicksAndSticks

func ClicksAndSticks() Instrument

ClicksAndSticks is an instrument type for the note block.

func CowBell

func CowBell() Instrument

CowBell is an instrument type for the note block.

func Didgeridoo

func Didgeridoo() Instrument

Didgeridoo is an instrument type for the note block.

func Flute

func Flute() Instrument

Flute is an instrument type for the note block.

func Guitar

func Guitar() Instrument

Guitar is an instrument type for the note block.

func IronXylophone

func IronXylophone() Instrument

IronXylophone is an instrument type for the note block.

func Piano

func Piano() Instrument

Piano is an instrument type for the note block.

func Pling

func Pling() Instrument

Pling is an instrument type for the note block.

func Snare

func Snare() Instrument

Snare is an instrument type for the note block.

func Xylophone

func Xylophone() Instrument

Xylophone is an instrument type for the note block.

func (Instrument) Int32

func (i Instrument) Int32() int32

Int32 ...

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.

func (ItemBreak) Play

func (ItemBreak) Play(*world.World, mgl64.Vec3)

Play ...

type ItemFrameAdd

type ItemFrameAdd struct {
	// contains filtered or unexported fields
}

ItemFrameAdd is a sound played when an item is added to an item frame.

func (ItemFrameAdd) Play

func (ItemFrameAdd) Play(*world.World, mgl64.Vec3)

Play ...

type ItemFrameRemove

type ItemFrameRemove struct {
	// contains filtered or unexported fields
}

ItemFrameRemove is a sound played when an item is removed from an item frame.

func (ItemFrameRemove) Play

func (ItemFrameRemove) Play(*world.World, mgl64.Vec3)

Play ...

type ItemFrameRotate

type ItemFrameRotate struct {
	// contains filtered or unexported fields
}

ItemFrameRotate is a sound played when an item frame's item is rotated.

func (ItemFrameRotate) Play

func (ItemFrameRotate) Play(*world.World, mgl64.Vec3)

Play ...

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.

func (ItemThrow) Play

func (ItemThrow) Play(*world.World, mgl64.Vec3)

Play ...

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.

func (ItemUseOn) Play

func (ItemUseOn) Play(*world.World, mgl64.Vec3)

Play ...

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.

func (Note) Play

func (Note) Play(*world.World, mgl64.Vec3)

Play ...

type Pop

type Pop struct {
	// contains filtered or unexported fields
}

Pop is a sound played when a chicken lays an egg.

func (Pop) Play

func (Pop) Play(*world.World, mgl64.Vec3)

Play ...

type StopUsingSpyglass

type StopUsingSpyglass struct {
	// contains filtered or unexported fields
}

StopUsingSpyglass is a sound played when a player stops using a spyglass.

func (StopUsingSpyglass) Play

func (StopUsingSpyglass) Play(*world.World, mgl64.Vec3)

Play ...

type Thunder

type Thunder struct {
	// contains filtered or unexported fields
}

Thunder is a sound played when lightning strikes the ground.

func (Thunder) Play

func (Thunder) Play(*world.World, mgl64.Vec3)

Play ...

type UseSpyglass

type UseSpyglass struct {
	// contains filtered or unexported fields
}

UseSpyglass is a sound played when a player uses a spyglass.

func (UseSpyglass) Play

func (UseSpyglass) Play(*world.World, mgl64.Vec3)

Play ...

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