Preface
The sounds
JSON is responsible for assigning sound files to any sound events. This file is not exclusive to Cobblemon. You can learn more about it from the Minecraft Wiki. This purpose of this page is to show you how to use it with Cobblemon.
File And Folder Format
The sounds JSON simply adds more sound events and files for Minecraft to play. It does not overwrite other sounds JSONs in other resourcepacks. Replacements for sound event data would need to be specified inside of the file. You can reference Cobblemon's sounds.json
to see what sound events and sounds you can manipulate.
There may be times where writing a sounds JSON would be irrelevant. One example would be if you want to replace a sound, but not add any to the sound event. You can simply have your resourcepack formatted to replace the ogg
file like you would with texture replacements. You can find the file address for specific sound files by searching in the .jar
or by referencing the Gitlab folder for sounds.
Below is an example of how you would arrange a sounds.json
and any custom sound files into a resourcepack:
- Minecraft only supports
ogg
sound files. - Organization is recommended, but the correct file address is mandatory.
Folder Structure
- (addon name)
- pack.mcmeta
- assets
- cobblemon
- sounds.json
- sounds
- <primary folder>
- <sound>.ogg
- <secondary folder> (optional for organization)
- <sound>.ogg (optional)
- <primary folder>
- cobblemon
Sounds JSON Breakdown
Remember that you can learn more about the sounds.json
and its properties from the Minecraft Wiki. Since you can only have one sounds JSON per resourcepack, you either have to group all your sound data together, or make separate resourcepacks if necessary.
Below is a breakdown of a sounds.json
performing some relevant functions. Hover over the underlined text to see more information.
{ "poke_ball.open": { "replace": true, "subtitle": "Hahaha", "sounds": [ "cobblemon:pokeball/open", "cobblemon:pokeball/open2", { "name": "cobblemon:pokeball/open3", "volume": 0.5 } ] }, "pokemon.charizard.cry": { "sounds": [ "cobblemon:pokemon/charizard/funny" ] } }
If this file were loaded, it would do the following:
- Replace the data for the
poke_ball.open
sound event with the data it has here- Add a subtitle whenever this event plays
- If subtitles are on, "Hahaha" is what would appear during this sound event.
- Play one of the three listed sound files whenever a Pokémon escapes the pokéball.
- All three have an equal chance to be played since a
weight
property was not applied. - Only
open3.ogg
would play at half volume.
- All three have an equal chance to be played since a
- Add a subtitle whenever this event plays
- Add a new sound file to play for Charizard's cry animation
- It does not replace the original sound because the
replace
property is not written for this sound event. - There would be a 50% chance of playing this
funny
sound whenever sending out a Charizard.
- It does not replace the original sound because the
Sounds JSON Examples
This section contains a couple examples of a sounds.json
for Cobblemon addons.
Below is an example of a sounds JSON that would add a sound for a custom Pokémon cry. This sound event would need to be tied to a cry animation through a sound keyframe in this specific animation. The sounds JSON creates the sound event and the animation plays the sound event. This example is not exclusive to cries. The same process would work for any sound in any animation.
{ "pokemon.tentaquil.cry": { "sounds": ["cobblemon:pokemon/tentaquil/tentaquil_cry"] } }
Below is an example of a sounds JSON that would replace some sound event data. Remember that you would only want to do this if you plan to add more sounds to this sound event. Otherwise, just replace the ogg
. You can reference Cobblemon's sounds.json
to see what sound events and sounds you can manipulate.
{ "poke_ball.open": { "replace": true, "sounds": [ "cobblemon:pokeball/open", "cobblemon:pokeball/open2", "cobblemon:pokeball/open3" ] } }