SoundType


Valid SoundTypes:
  • 'wood'
  • 'gravel'
  • 'grass'
  • 'lily_pad'
  • 'stone'
  • 'metal'
  • 'glass'
  • 'wool'
  • 'sand'
  • 'snow'
  • 'powder_snow'
  • 'ladder'
  • 'anvil'
  • 'slime_block'
  • 'honey_block'
  • 'wet_grass'
  • 'coral_block'
  • 'bamboo'
  • 'bamboo_sapling'
  • 'scaffolding'
  • 'sweet_berry_bush'
  • 'crop'
  • 'hard_crop'
  • 'vine'
  • 'nether_wart'
  • 'lantern'
  • 'stem'
  • 'nylium'
  • 'fungus'
  • 'roots'
  • 'shroomlight'
  • 'weeping_vines'
  • 'twisting_vines'
  • 'soul_sand'
  • 'soul_soil'
  • 'basalt'
  • 'wart_block'
  • 'netherrack'
  • 'nether_bricks'
  • 'nether_sprouts'
  • 'nether_ore'
  • 'bone_block'
  • 'netherite_block'
  • 'ancient_debris'
  • 'lodestone'
  • 'chain'
  • 'nether_gold_ore'
  • 'gilded_blackstone'
  • 'candle'
  • 'amethyst'
  • 'amethyst_cluster'
  • 'small_amethyst_bud'
  • 'medium_amethyst_bud'
  • 'large_amethyst_bud'
  • 'tuff'
  • 'calcite'
  • 'dripstone_block'
  • 'pointed_dripstone'
  • 'copper'
  • 'cave_vines'
  • 'spore_blossom'
  • 'azalea'
  • 'flowering_azalea'
  • 'moss_carpet'
  • 'pink_petals'
  • 'moss'
  • 'big_dripleaf'
  • 'small_dripleaf'
  • 'rooted_dirt'
  • 'hanging_roots'
  • 'azalea_leaves'
  • 'sculk_sensor'
  • 'sculk_catalyst'
  • 'sculk'
  • 'sculk_vein'
  • 'sculk_shrieker'
  • 'glow_lichen'
  • 'deepslate'
  • 'deepslate_bricks'
  • 'deepslate_tiles'
  • 'polished_deepslate'
  • 'froglight'
  • 'frogspawn'
  • 'mangrove_roots'
  • 'muddy_mangrove_roots'
  • 'mud'
  • 'mud_bricks'
  • 'packed_mud'
  • 'hanging_sign'
  • 'nether_wood_hanging_sign'
  • 'bamboo_wood_hanging_sign'
  • 'bamboo_wood'
  • 'nether_wood'
  • 'cherry_wood'
  • 'cherry_sapling'
  • 'cherry_leaves'
  • 'cherry_wood_hanging_sign'
  • 'chiseled_bookshelf'
  • 'suspicious_sand'
  • 'suspicious_gravel'
  • 'decorated_pot'
  • 'decorated_pot_cracked'
You can also construct your own SoundType:
new SoundType(volume, pitch, breakSound, stepSound, placeSound, hitSound, fallSound)
where volume and pitch are floats 0.0 - 1.0 (usually leave it as 1.0) and all sounds are SoundEvents.