Playsound
Introduction
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You can use the /playsound
command to play sound effects to players present anywhere in your world.
Syntax
/playsound <sound> [player] [position] [volume] [pitch] [minimumVolume]
Definitions
Sound
- It is the sound effect you wish to play.
- You can find the list of Sound Effect IDs currently available at:
Player
- This is an optional argument.
- It refers to your typical target selectors (whom you want to play the sound to)
@a
,@r
, etc. However, the@e
selector without thetype=player
argument is not applicable.
Position
- This is an optional argument.
- It refers to the
x y z
position from where the sound will be played, Thus will be the center of the playsound radius.
Volume
- This is an optional argument.
- It determines the size of the sphere in which the sound effect can be heard.
0.0
is the minimum size.
- The audible sphere size will increase as the
volume
value is increased.- Playsound volume of
1
is equal to an audible sphere of radius 16 blocks. - Similarly, volume of
4
will be equal to 64 blocks.
- Playsound volume of
Pitch
- This is an optional argument.
- It determines the pitch for the sound effect.
- It can be a value between
0.0
and256.0
- The higher the value, the higher the pitch.
- Values less than or equal to
0.0
makes the sound inaudible.
Note: Pitch affects the speed at which the sound effect is played. For example, a pitch of
0.5
would mean the sound effect is played at0.5×
speed.
Minimum Volume
- This is an optional argument.
- It determines the minimum volume at which the sound will be heard outside of the audible sphere.
- It can be a value between
0.0
and1.0
Examples
yaml
# Play a random explosion sound effect to closest player
/playsound random.explode @p
# Play a random orb sound effect to all players at their position with a volume of 10000
/execute as @a at @s playsound random.orb @s ~ ~ ~ 10000
Note: Since the /playsound
command is positonal, it is helpful to play the sound effect at their position with a large volume like shown in the second example above. This prevents the sound effect from cutting off in certian situations, such as after teleporting to a far away distance.
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