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Sounds: Events

AvgZing edited this page Jan 21, 2024 · 8 revisions

All sounds can be played and manipulated with the /playsound command. There is no capitalization in sound names. A target should be selected in order to hear the sound properly, using either the /playsound’s built in targeting system or the /execute command. In instances where there are multiple versions of a sound to pick from, the number of versions is replaced with “random” and all versions are randomized.

As of v1.3.0, event sounds have been implemented fully with 256 block range and intention of targeting the player when playing the sounds. All sounds are currently categorized as neutral (and can be adjusted via the “Sounds” category in the in-game settings’ Audio Tab), which may be changed in a future release.

Sounds List

  • do2.artifact.artifactretrieval
  • do2.card.recycle.random
  • do2.clank.clankblocked.set1.random
  • do2.currency.crownconversion.random
  • do2.currency.frostemberpurchase.random
  • do2.deepfrost.openingexplosion
  • do2.difficulty.deadly
  • do2.difficulty.deepfrost
  • do2.difficulty.easy
  • do2.difficulty.hard
  • do2.difficulty.medium
  • do2.dungeon.ready
  • do2.dungeontaunt.1
  • do2.entrance.doordrone.set1.4
  • do2.exit.1
  • do2.exit.2
  • do2.gameover.dungeonreset
  • do2.hazard.hazardblocked.set1.random
  • do2.hazard.hazardtrigger.set1.random
  • do2.heartbeat.1
  • do2.holloween.entrancetune.random
  • do2.holloween.failure.random
  • do2.holloween.success.1
  • do2.level1.door.open
  • do2.shulker.loaded.1
  • do2.shulker.loaded.tick.thud
  • do2.take.your.items
  • do2.tcg
  • do2.thud
  • do2.warden.special.random
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