Link Search Menu Expand Document

Adding Sounds


You can add unique sounds in Bedrock, without overwriting existing sound files. This is done by editing information in the Resource Pack.

protip: The best way to learn about sounds is downloading and playing around with the default resource pack.

There are two files you will need to edit:

  • sounds.json, which is found at the top-level of the resource pack.
  • sounds/sound_definitions.json, note the nesting inside of the sounds folder.

Additionally, you will need to include the actual sound files. This isn’t an exhaustive list, but I believe that .ogg and .wav are supported. These files can be included inside the sounds folder, for example sounds/elephant/trumpet.wav.

Sound Categories

Sounds in Minecraft are added in one of multiple categories:

  • individual_event_sounds: Contains sounds like beacon activation, chest-close, or explode.
  • block_sounds: Contains hit, step, and break sounds for blocks.
  • entity_sounds: Contains death, ambient, hurt, etc sounds for entities (Including custom ones!)
  • interactive_sounds:
    • block_sounds: (Needs citation, I don’t know what this is for)
    • entity_soundsS: (Needs citation, I don’t know what this is for)

I assume that sounds can be added in other categories, but I personally have experience adding sounds into the entities category. Entity sounds are automatically played at various points in the entities life-cycle:

  • ambient: Played randomly, such as grunts, clucks, or ghast noises
  • hurt: Played when damaged
  • death: Played when it dies
  • step: Played when the entity moves along the ground

There are also many sound definitions, which most likely trigger automatically, but which I don’t have details for, such as:

  • breathe
  • attack
  • splash
  • swim
  • jump
  • eat
  • mad
  • stare
  • sniff
  • attack
  • sleep
  • spit
  • ambient
  • shoot
  • warn
  • scream


Here is an example of adding step, and ambient sound-definitions for an imaginary elephant mob.


This will create the sound definitions, and make them available to the engine. You can now test your sound by running a command like /playsound elephant.step.

	"elephant.step": {
		"category": "neutral",
		"sounds": [
	"elephant.trumpet": {
		"category": "neutral",
		"sounds": [


If we want our sounds to run automatically, we can add them into the sounds.json file. This will tie the sound definitions directly to the entity.

Note that when adding sounds this way, you don’t need to trigger them using a playsound or anything. The step and ambient will play automatically, based on their configured triggers.

    "entity_sounds": {
        "entities": {
            "sirlich:elephant": {
                "volume": 1,
                "pitch": [
                "events": {
                    "step": {
                        "sound": "elephant.step",
                        "volume": 0.18,
                        "pitch": 1.1
                    "ambient": {
                        "sound": "elephant.trumpet",
                        "volume": 0.11,
                        "pitch": 0.9