Skip to main content

Sound Sequence

A sequence of sounds to play

A sound sequence is an ordered list of sounds that play at specified times.

Fields

FieldTypeDefaultDescription
segmentsList<SoundSequenceSegment>empty—
SoundSequenceSegment (4)
FieldTypeDefaultDescription
startTimeDurationZERO—
durationMsLong0How long the sound plays, in milliseconds, before it is stopped. 0 lets it play to its end.
soundVar<Sound>EMPTY—
volumeOverrideFloat?—Volume multiplier for this segment, applied on top of the player's layer volume (empty = 1.0)
layerAudioLayerSFXThe audio layer to play sounds onValues:MASTERMUSICAMBIENTSFXVOICE
fadeInDurationZEROMinecraft cannot change the volume of a sound that is already playing, so this field does not produce a progressive fade; the first sound starts at its full volume.
fadeOutDurationZEROMinecraft cannot change the volume of a sound that is already playing, so this field does not produce a progressive fade; the last sound is stopped at once when its durationMs ends.
Common TypeWriter fields (criteria, modifiers, triggers)
FieldTypeDefaultDescription
criteriaList<Criteria>empty—
modifiersList<Modifier>empty—
triggersList<Ref<TriggerableEntry>>empty—

How to use it​

Each segment has a startTime (the delay after the action runs) and a sound. Segments are played in order of startTime, and each sound goes through the chosen layer, so it follows the player's volume for that layer. Running the same sequence again cancels the sounds that are still waiting.

durationMs stops the sound after that time (0 lets it play to its end), and volumeOverride multiplies the volume of its segment on top of the player's layer volume. fadeIn and fadeOut have no effect: Minecraft cannot change the volume of a sound that is already playing, so each sound starts at its full volume and stops at once.