SoundCommands
SoundCommands
Provides simpler commands for playing with sounds, trying them on yourself, playing them from console/command-blocks, or to spook out your unsuspecting victim!
What it does?
It provides fast commands that let you play sounds for yourself or another player.
Now with full tab-completion!
Now with custom improved auto-update!
Commands
The command to use is /soundcommand
, alias /soco
, and it has these sub-commands:
?
[commandName] - used to print out help about other commands (?)list
- displays a list of all valid sound names. (l)mute
- blocks sending and receiving of sounds for a limited time (m)unmute
- unmutes you if you are muted... (u)info
- shows your recent personal stats for this plugin (i)self
[sound] {vol} {pitch} - play sound for yourself (s)player
[player] [sound] {vol} {pitch} - play sound for player at players location (p)behind
[player] [sound] {vol} {pitch} - play sound at a random location behind player (b)update
[check/download] - checks for or downloads an update (p)
Permissions
- soundcommands.* - All access.
- soundcommands.list
- soundcommands.self
- soundcommands.mute
- soundcommands.info
- soundcommands.player
- soundcommands.behind
- soundcommands.update
Simply put one permission for each command (with the same name).
Per default everyone has list
, mute
, self
and info
.
Configuration
Refer to the Configuration-page for more info and sample configs.
To-Do
Make sounds sent from the console / commandblocks ignore the receive limit and mute-status of players.(v1.4)- Add
offset
command where you can specify a relative offset to a player. - Configurable sound macros - for instance a series of spooky footsteps.
- Add commands for playing sounds that everybody in the vicinity can hear.
- Add permissions to bypass limits / mute-status.
- Add option to disable the notification messages when using the sound commands.
Auto-update support.(v1.2)Usage limits - because it's the most fun when everybody has permission to use it, but it gets boring if it gets spammed.(v1.2)Mute command that blocks others from using it on you - with a time limit of course!(v1.2)
You should never be 100% safe! :P
F.A.Q.
Q: What is the point? There already exists a native /playsound
command.
A: There are three problems with that command:
- 1. If you want to play a sound at a relative location, for example behind a player, you have to
A) find out what that players coordinates are,
B) what direction they are looking in,
C) calculate the resulting offset location in your head, and
D) hope they haven't moved or turned in the time it took you to gather the necessary info and do this ...or you could use/soco behind
. - 2. If you want to change the pitch (and trust me you want to because it can produce some really nice effects!) you must enter the coordinates. So again you need to find those out first - not convenient!
- 3. For
/playsound
you will need google to find out what the names of the different sounds are - this plugin has alist
command AND full tab-completion! Want to scare player SomePlayer with a zombie sound? Type/soco b som
- pressTAB
to autocomplete the playername -/soco b SomePlayer z
- pressTAB
again and you can cycle through all the zombie sounds!
Tips from the author
Playing around with pitch can be a lot of fun!
(Valid range is 0.5 to 2.0 - it will clamp to this range.)
For example you can try /soco behind <playername> wolf_growl 0.5
for a really creepy monster sound! (Reminds me of the Rancor.)
The letter in parenthesis at the end of each command description is that commands short alias.
The self-command is great for developers that want to find a good sound to use for some event in their plugin. In fact, that's why I originally wrote this plugin; to make it easier to experiment with sounds! :P
Spook people you have on teamspeak/ventrilo/skype for maximum satisfaction! :3
(But don't over do it - the joke gets old kinda fast.)
Note: This plugin uses Hidendras MCStats Metrics Lite
(Made for Java7 - source is included in the .jar)
@brunyman
You are correct.
It asks the server for a list of all sounds, and the Mojang-team didn't include the music disks in the sound-lists.*
I suppose I could add some extra code to support it...
I only used it to play sounds myself so never thought much of it.
...is an example, its simple - most of the work would revolve around merging the list of music with the list of sounds (for the auto-complete) but... I'm busy with work. Sorry.
(Currently I only provide support and fix bugs - MC-development is a hobby I intend to return to when I have more spare time, but it doesn't look to be anytime soon I'm afraid.)
*(They probably didn't feel that sound-effects and music are the same category - and honestly I agree, although I suppose it might simplify practical use...)
does not have music disk sounds? really?
Glad you like it :)
works great! and i can run it from console to reach player in different worlds.
@Clazher
Which resource pack is it? (Would like to have it installed so I can test that it works.)
I can't give you automatic tab-completion for custom sounds (but maybe I'll add a custom-sounds list in config - i.e. "manual" tab-completion).
its posible to use the "mob.wolf.growl" rather than wolf_growl? because my server is with a resource pack and i have sounds like "music.electro1" etc.
Uploaded v1.4 just now.
It should work on 1.6.4
<-->
1.7.9(It probably works on even older/newer versions but I haven't tested that.)
(Expect 5
~
7days approval time...)(This is mostly a bug-fix release since I wanted to use this plugin again on my server.)
@gianfran18
I can... but when I split my limited spare time SoundCommands is low priority due to low popularity... So the short answer is 'yes - but probably not soon'.
I will do my best to get around to it. Thanks for your support.
Can you add a way to play a sound in a player location (using @p, or *, or %player%) and make players in a radius to hear it?
i really love your plugin, and i really need that function.
@cyber_survivor
You mean the sound should loop?
Currently none of the commands support that I'm affraid. But...
I'm curious
--
if you don't mind me asking--
what is your intended usage? Maybe there is some other way to solve your problem?(For instance if you want a sound to loop in a specific area I'm fairly certain you can use command-blocks powered by a redstone-loop. Have a look here.)
Edit: testing this with SoundCommands on 1.7.2 there seems to be some issues with sending soundcommands from the console (which is what the commandblock does) - sound does play, but there is some error spamming in the console. It would appear SoundCommands needs updating. (Also, unless you set the receive limit to 0 in the config you wont be able to loop sounds for very long).
Aside from that, by using command blocks you can for instance build a haunted house together with SoundCommands where players entering the house would hear creepy sounds play behind them every now and then
^^
Edit2: Updated the todo-list. (However I'm currently busy updating SaplingAssist which has more users
==
higher priority. So don't expect this to be fixed too soon. Sorry. Will do it eventually. SoundCommands supports auto-updating so if you want you can start experimenting now and you will be notified automatically when an update is available - unless you disable updating of course.)Help! I want players to be able to receive infinite sounds! How do I do so?
@Featurive
Added to the TODO-list.
(I'm busy with real life but once I come back I will add it promptly - will be easy.)
An option to disable chat feedback : Just to disable; 'Sound <sound-name> played for player <name>.
Celebrating +1000 total downloads for all my plugins!
Thanks everyone!
^^
v1.3 will actually be out soon! It will contain a slightly updated version of the PluginUpdater and a small bug fix (
soundcommands.*
doesn't includesoundcommands.info
).It will also implement the two changes I suggested in the todo-list:
Removing the
/sndc
-alias and switching the order of the{vol}
and{pitch}
parameters. So in the next version you can change pitch without specifying volume (because changing pitch is a lot more common!).If you are already running v1.2 you will be automatically notified (on server start/reload) once v1.3 is out (unless you have turned update checking off of course).
...Or just use
/soco update check
to check whenever you want.Edit: Awaiting approval...
A big update is in the works, it will contain 3/5 things from the todo-list:
usage limits, mute-ability and auto-update support (working on a complete rewrite of the popular Updater 2.0 code at the moment).
Just wanted to give a little heads up. Expect it to be out within the next few days (3~5).
Edit: it will be delayed a few days, got busy with other things that came in the way.
Edit2: code complete, testing in progress... (Nov17 19:43 UTC)
Edit3: testing complete! Awaiting approval...
Edit4: Approved!