Hey guys this is agent pine storm and welcome back to my bedrock edition resource pack tutorial today we’re going to learn the basics of sounds if you don’t have the default resources downloaded yet watch the getting started video in the playlist in the description first you also need to know correct JSON Structure so watch the animated textures tutorial until the JSON tutorial is over once you have the default resources and the knowledge of Jason we can start the sound tutorial bedrock Edition sounds are all located inside the sounds folder in a resource pack when you open this Folder you’ll be greeted by a bunch of subfolders the names of these folders are pretty much self-explanatory inside each folder you’ll find either more subfolders for specific groups of sounds or the sound files themselves bedrocks default sound files are FSB files which as far as I can tell is a file type only Used for video game sounds I couldn’t find a program to play them directly but that’s fine because we really don’t need to listen to the default game sounds you can replace the default game sounds with your own sound files using a resource pack minecraft will accept odg or OGG Vorbis and FSB audio files for sounds your custom sounds should be in the four best format because it’s an easier format to modify and convert it’s also the format used by Java edition in case your sounds aren’t in the correct format you will have to convert them to OGG With this website which is linked in the description of this video the first thing you want to do when converting files is to check the file type of your audio file that you want to convert by default the converter assumes your file is mp3 if your audio is in a different Format select the first drop-down in the center of the page and hover over the audio tab on the right side of the drop-down a list of audio file types will appear choose the extension that your file is currently or the converter won’t work correctly the output settings Should already be set to OGG if you follow the link from the description all that’s left to do is click on choose files then find your unconverted files on your computer open them in the website and press convert this process takes a little while because your files Have to be uploaded to the site and converted online before you can download them again when the file finishes processing download it with the blue download button on the right side of the page since we’re only replacing the original sound files right now name your files the same thing as the deep Balt sounds for example i’m going to replace the villager ambient sounds in my resource pack I have to create folders that match the game’s default sound structure so I’ll create a folder named sounds then another folder named mob then another folder named – villager I’ll move my converted sounds to the Villager folder and then rename them to Idol one idol 2 in Idol 3 just like the default sounds let’s test the packing game now if we head to a village we should hear yep that’s the sound of my voice coming from the villagers that means our resource pack is working but What if I want to add another Idol sound for the villager 3 is a low number and I want to have them be a little more talkative than that to add more sounds we’re going to have to use a file called sound definitions Jason it’s located in the sounds folder of the default Resources copy it into your resource pack so that we can modify and test it right click and open sound definitions Jason in notepad plus plus which we installed in the animated textures tutorial this file connect sound files from a resource pack to events that can be played in game each object inside the Sound definitions object is known as an event the name of the event is what’s used in the play sound command in game any event in a resource pack can be played with Commandant’s even if there was no event with that name originally When an event is played in game one of the sounds in it’s an array is chosen randomly inside of the event object are up to three properties you the category property controls what type of sound the event is considered rain and thunder are in the weather category Beehive sounds are in the block category and zombie sounds are in the hostile category here’s a full list of accepted category types by the game categories are not needed for sounds to work in fact there’s no difference in the way any category works in game with the Exception of the music and UI categories sound events the play music should always be labeled with the category music is the game that controls the volume of music and other sounds separately sound events the play from UI such as buttons will only work in game the Category is set to UI all other sounds can be left blank but it’s best to assign sounds categories in case the game is updated to use them more in the future the next property of an event is the sounds array which we’ll talk about more soon the third property of an event Is subtitle bedrock Edition doesn’t currently have a subtitle option so this can be safely left alone in case you do want to add a subtitle though the subtitle property should be defined by an identifier from the language files subtitles really are not necessary for your sounds so don’t worry about not Understanding how to do them the most important property of a sound event is this sounds array an event will not work without one each entry in the sounds array corresponds to one sound file the entry can be a file path directly to the sound file or an object with multiple Properties for that specific sound file in an object entry the property name is defined by the file path to the sound file the file path starts from the base folder of the resource pack it’s the same one where the manifest is to type out the file path to a sound file type All the folders you need to go through to get there starting from the base folder with forward slashes between each older name once the file path has reached the right folder just type the name of the sound file make sure to leave out the file extension for example If my sound was called example OGG I would just type example in the file path other properties that can be applied to each sound file are volume pitch stream and load on low memory volume and pitch are both set to 1 by default stream and load on low memory are false by default If you were to type the file path directly into the sounds Raye it would have the same effect as this object with a volume of one a pitch of one and stream and load on low-memory set to false the volume property controls how loud the sound is in-game The pitch property controls the speed and well pitch of the sound a higher pitch makes the sound faster the stream property controls how the sound is played by the game if it’s false the game will load the whole file before playing it this should be set to true For large sound files and sound files over ten seconds long to help prevent lag on low-end devices the load on low memory property when set to true will make the sound file a priority sound which will make it load even if the players device has a very little memory Remaining this should be left false 99% of the time only extremely important sounds such as the a creeper is about to explode sound should be set to true let’s add a few extra sounds to the villagers now our job is really easy because there’s already a sound effect For ambient villager sounds the first thing we’re going to do is ctrl F for that event the simplest thing to search for is a villager so that’s what we’ll do you’ll notice that the event we found is named mob villager death which is not the right one luckily for us sound Events for entities are usually grouped together right under the death event is haggle then hit then idle idle is the one we want to modify since we’re adding new sound files to the event we should copy an existing file path line and paste it under the original sound file Paths here we have to be careful with the commas to make sure they are correctly formatted for adjacent list of properties we can delete the name of the sound file at the end of the file path because we’re replacing it with a new sound our new sound is named welcome Underscore to underscore my underscore village oh GG so we’ll type welcome underscore to underscore my underscore village at the end of the file path I have one more sound file to add to the event but I want it to play at a higher pitch in game than it is in the file to Do that we have to make the entry in the sounds array an object as with all JSON objects we can type the opening and closing curly brackets and then fix our commas in the array before we add any properties to the object between our curly brackets we’ll add the most Important property name and define it with the file path to the sound like we did with the first added sound will copy an existing file path to start with this time we’re going to paste it as a definition of our name property the name of the sound file This time is lemonade stand Oh Gigi so we’ll delete the previous sound name and replace it with lemonade stand for that higher pitch will add the pitch property under name and define it with the number 1.25 this sound will now play with the pitch that is 25% higher than the Original file we’re not quite done though since this sound file is more than 10 seconds long we’re going to stream it so low-end devices will not lag because of it after pitch we should add the stream property and define it with true remember that in Jason true And false do not need quotation marks around them now let’s test it in game I’ll go up to the villagers and thank you for watching that’s weird they aren’t making the welcome to our village or lemonade stand sounds this is a great opportunity to show a useful way to find errors you Might have made in your JSON code though so let’s do it we’re going to go to a website called Jason lint the URL is Jason lint comm which is linked in the description of this video this website will help you figure out if your Jason is written correctly copy all the text In the sound definitions JSON file and paste it into the large text box on jason lin then press validate jason a quick note here if your file has any comments in it which for minecraft look like a double forward slash in the normal text it will be counted as Invalid by Jason Lin this is because Jason doesn’t normally support comments but minecraft has added the ability to use comments as it’s useful in more advanced Jason if Jason Lim picks up a comment in your file as an error just delete the comment in Jason Linton leave It in your file then press validate Jason again if we look at the line that Jason Linton brought us to we can see that the comma that should be at the end is missing let’s add that comma into our sound definitions dot JSON file and on Jason Lynn and try validating it again This time Jason Lunt found nothing wrong with it inside its valid Jason now you can close Jason Lynn and save your file let’s test it in game again this time the villagers are all talking about lemonade stands and welcoming us to their village that’s great because it means that the sounds Are working that’s gonna be the end of this tutorial but for now I do want to tell you all thank you for watching and I will see you later You Video Information
This video, titled ‘Sound Basics – How to Make Minecraft: Bedrock Edition Resource Packs’, was uploaded by AgentMindStorm on 2020-05-02 01:09:39. It has garnered 10784 views and 351 likes. The duration of the video is 00:11:39 or 699 seconds.
Today, I give a tutorial on the basics of changing Minecraft: Bedrock Edition’s sounds with a resource pack. Enjoy!
Audio Converter: https://convertio.co/ogg-mp3/ JSON Lint: https://jsonlint.com/
Playlist: https://www.youtube.com/playlist?list=PLwnviK9sp0sf3XKyLYvav-s9xwEodvJzf
YouTube: https://www.youtube.com/AgentMindStorm Twitter: https://twitter.com/agentms_ Xbox Club: AgentMindStorm Club
Outro Music is Danny by C418: https://youtu.be/X2ajI96FyAk