The Adventure docs are currently a work in progress and supplement the Javadocs. Some areas may have limited coverage or may not be entirely up to date. Feel free to join our Discord if you have any questions.


Adventure contains an API to play any built-in or resource pack-provided sound. Note that not all platforms implement playing sound.

Constructing a Sound

Sounds are composed of:
  • A Key (also known as Identifier or ResourceLocation) that decides which sound to play. Any custom sounds from resource packs can be used. If a client does not know about sounds, it will ignore the sound (though a warning will be printed to the client log).

  • A Sound source, used to tell the client what type of sound its hearing. The clients sound settings are also attributed to a source.

  • A number, determining the radius where the sound can be heard

  • A number from 0 to 2 determining the pitch the sound will be played at


// Create a built-in sound using standard volume and pitch
Sound musicDisc = Sound.sound(Key.key("music_disc.13"), Sound.Source.MUSIC, 1f, 1f);

// Create a sound from our resource pack with a higher pitch
Sound myCustomSound = Sound.sound(Key.key("adventure", "rawr"), Sound.Source.AMBIENT, 1f, 1.1f);

Playing a Sound


The client can play multiple sounds at once, but as of version 1.16 is limited to 8 sounds playing at once.

Due to MC-138832, the volume and pitch of sounds played with an emitter may be ignored.

As documented in MC-146721, any stereo sounds will not play at a specific position or following an entity, therefore, the location or emitter parameters will be ignored.

Once you’ve created a sound, they can be played to an audience using multiple methods:

// Play a sound at the location of the audience

// Play a sound at a specific location
audience.playSound(sound, 100, 0, 150);

// Play a sound that follows the audience member
audience.playSound(sound, Sound.Emitter.self());

// Play a sound that follows another emitter (usually an entity)
audience.playSound(sound, someEntity);

Stopping Sounds

A sound stop will stop the chosen sounds – ranging from every sound the client is playing, to specific named sounds.

 public void stopMySound(final @NonNull Audience target) {
  // Stop a sound for the target
  // Stop all weather sounds for the target
  // Stop all sounds for the target

Sound stops can be constructed using the methods in the example block above. Alternatively, they can be constructed directly from a sound.

// Get a sound stop that will stop a specific sound

// Sounds can also be stopped directly using the stopSound method

Creating a custom sound

Use the sounds.json to define sounds in a resource pack. Further reading about this limits can be done at the Minecraft Wiki