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Audio

Blocks that make sound on a redstone signal. The Alarm sounds while it is powered, the Doorbell chimes once per press, and the Jukebox Controller plays, stops and skips the music discs of a vanilla jukebox from redstone pulses.

Getting them

Item Looks like Recipe
Alarm redstone lamp Alarm recipe
Doorbell polished blackstone button Doorbell recipe
Jukebox Controller waxed copper bulb Jukebox Controller recipe

Operators: /function ra_audio:items/give_all (one of each).

The sounds come from a fixed list in the pack: a block stores which sound it plays as a number, never a sound id, so nothing typed in chat ever reaches a sound command.

Who hears it. Every player within the block's range, whatever their Machine sounds preference: an alarm or a doorbell nobody hears is not one. volume (10 to 100 %) is how loud it is; a sound carries 16 blocks on its own, and players further away but still in range hear it at a quarter of the volume, so the range decides who hears it.


Alarm

A redstone lamp that, while powered, plays its sound every interval ticks. The lamp lights while it is powered, so you can see when it is sounding. An alarm that has been quiet for longer than its interval rings at once when it is switched on.

Index Sound What it is
0 Bell one stroke of a village bell
1 Siren two alternating beeps, four times a second
2 Klaxon three low trumpet honks
3 Beeper two short high beeps
4 Alarm clock four quick bell notes
5 Toll one deep bell stroke
6 Buzzer a low buzz, five pulses

Every sound is shorter than the default interval of 20 ticks, so at 20 they follow each other without a gap. A sound is never cut off: with a shorter interval, the next ring waits for the sound to end.

Tool Does
Wrench, Shift+RMB The next sound, played once so you can hear it
Goggles Sound, state (sounding or silent), interval, range, volume
Data Handler sound (0–6), interval (10–1200 ticks), range (1–64 blocks; admins up to 256), volume (10–100 %)

A redstone lamp stays lit for 4 ticks after its power goes, as in vanilla, so an alarm may ring once more in that time.


Doorbell

A polished blackstone button that plays its chime once per press. It is a real button: it also gives the usual redstone pulse, so it can ring a bell and open a door at the same time.

Place it like a button, on the face of the block you click (top, bottom or side). It needs a full block face: next to nothing but glass panes, fences, slabs, torches and the like, the placement is refused and you get the item back. A Doorbell whose block is removed pops off as a button would, and drops as a Doorbell.

Index Chime What it is
0 Ding-dong two bell notes, high then low
1 Westminster the four notes of the Westminster chime
2 Chime two chime notes
3 Bell one bell stroke
4 Buzzer three short buzzes
5 Knock two knocks on a wooden door
Tool Does
Wrench, Shift+RMB The next chime, played once
Goggles Chime, range, volume
Data Handler chime (0–5), range (1–64 blocks; admins up to 256), volume (10–100 %)

Jukebox Controller

A waxed copper bulb that runs the jukebox next to it. Each redstone pulse into it does one thing, chosen by the strength of the signal:

Signal Does
15 (a button, lever or repeater right against it) Play / stop
8 to 14 The next disc
1 to 7 Stop

A button on the controller is play/stop; a button with 2 to 8 dust between it and the controller (signal 14 to 8) skips to the next disc. The bulb is lit while the controller is playing.

A chest of discs

Put a chest (or a trapped chest, a barrel or a shulker box) next to the controller, filled with music discs: that is the playlist. The controller plays them in slot order, and round again from the first after the last. A double chest counts as the half touching the controller: its 27 slots.

  • Play takes the next disc from the chest into the jukebox.
  • Next puts the playing disc back into the slot it came from, then plays the next one.
  • Stop puts the disc back into its slot (into any free slot if that one has been filled).

With continuous on (the default), the next disc plays by itself when one ends, so a chest of discs is background music that never stops. Shift+RMB with the Wrench switches it.

Without a chest

With only a jukebox, stop keeps the disc in the controller (the Goggles show it) and play puts it back and starts it again. A disc you put in the jukebox yourself works too. With continuous on, a disc that ends starts again from the beginning. Breaking the controller drops a disc it keeps.

A disc with nowhere to go (the chest full, the controller already keeping one) is popped out on top of the jukebox, as a jukebox does.

Tool Does
Wrench, Shift+RMB Continuous on or off
Goggles State (playing, stopped, no jukebox), the disc, continuous
Data Handler continuous (on or off)

Server admins set the Alarm's interval and range and the Doorbell's range for new blocks on the Audio settings page, and can switch each block off for the world there.

Troubleshooting

What happens Check
The Alarm is lit but silent Are you within its range? It rings once per interval
The Alarm never stops It sounds while powered: take the power away
The Doorbell does not chime It chimes once per press; a press while it is still down does nothing
"A Doorbell needs the full face of a block to sit on" Place it against a full block, not a pane, fence, slab or torch
The controller only buzzes No jukebox next to it (it must touch the controller), or no disc to play
"Next" plays the same disc The chest holds only one disc, or the chest is full so the disc could not go back
A pulse does the wrong thing The signal strength picks the action: 15 play/stop, 8–14 next, 1–7 stop

Advanced

What runs

Every tick, each Alarm, Doorbell and Jukebox Controller gets one block test (broken? powered? pressed?), nothing else while it is idle. The Alarm reads redstone_lamp[lit=true], the Doorbell polished_blackstone_button[powered=true], the controller waxed_copper_bulb[powered=true]: the vanilla block carries the answer, so no redstone is read until the controller reads the signal strength once on a rising edge.

A sound is a short pattern of notes at tick offsets. While one plays, its block's marker is tagged ra.au.playing and its ra.au.step score is pattern * 64 + tick; the per-tick look runs the notes due that tick, and the tag comes off after the last one. An Alarm's ra.cooldown score is the game time of its next ring.

A Jukebox Controller that started a disc is tagged ra.au.on. Starting one also starts a clock, once a second (ra_audio:poll/run), which runs while any is tagged and checks each one: a jukebox that still holds the disc but no longer has ticks_since_song_started has finished it, and continuous plays the next. With none playing, nothing is scheduled.

Data

Block Where What
Alarm data.properties.sound, interval, range, volume the settings
Doorbell data.properties.chime, range, volume the settings
both data.data.snd {range, vol, min} of the last sound, the arguments of its notes
Jukebox Controller data.properties.continuous play the next disc when one ends
Jukebox Controller data.data.slot the chest slot the playing disc came from (-1 none)
Jukebox Controller data.data.held the disc it keeps without a chest
all data.status.* what the Goggles show

Discs are moved with item replace, which sets the jukebox's item the way a hopper does and so starts (or, with air, stops) the song; a disc kept in the controller goes back through a temporary item display. Only items with the jukebox_playable component count as discs, so discs from other packs work too.