Effects · Step
Play a sound from an entity
Play a sound that seems to come from an entity and follows it as it moves.
m.fx.sound_from_entity
In a flow
“When a player right-clicks an NPC → Play a sound from an entity: minecraft:entity.villager.yes.”
When a player right-clicks an NPC → Play a sound from an entity: minecraft:entity.villager.yes.
What it does
Play a sound that seems to come from an entity and follows it as it moves. It's a step: it runs when the white wire reaches it, then the flow carries on from its Then pin. Find it under Effects in the palette.
When to use it
Use it when the flow needs to: play a sound that seems to come from an entity and follows it as it moves.
When not to
If nothing should change in Discord, a value node or a check is lighter.
Typical wiring
Sockets: settings you can wire
- Player Player
-
Leave unwired for the player who started the flow, or wire one in, like Player from When a player joins.
What goes there: Type it in the side panel, or wire in a player. e.g. Alex
If it's empty: Optional. Left empty and unwired, the step runs without it.
- Entity Entity
-
What the sound comes from, and follows.
What goes there: Type it in the side panel, or wire in an entity. e.g. Zombie
If it's empty: Optional. Left empty and unwired, the step runs without it.
- Volume Number
-
How loud, from 0 to 2. Louder carries further: 1 is about 16 blocks.
What goes there: Type it in the side panel, or wire in a number. e.g. 42
If it's empty: Optional. Left empty and unwired, it uses 1.
Connects fromA member's variablesAccept applicationActive membersAddAdd a forum tagAdd a labelAdd a row to a Google SheetAdd a staff noteand 501 more
- Pitch Number
-
How high, from 0.5 to 2. 1 is normal.
What goes there: Type it in the side panel, or wire in a number. e.g. 42
If it's empty: Optional. Left empty and unwired, it uses 1.
Connects fromA member's variablesAccept applicationActive membersAddAdd a forum tagAdd a labelAdd a row to a Google SheetAdd a staff noteand 501 more