package sound // Attack is a sound played when an entity, most notably a player, attacks another entity. type Attack struct { // Damage specifies if the attack actually dealt damage to the other entity. If set to false, the sound // will be different from when set to true. Damage bool sound } // Drowning is a sound played when an entity is drowning in water. type Drowning struct{ sound } // Burning is a sound played when an entity is on fire. type Burning struct{ sound } // Fall is a sound played when an entity falls and hits ground. type Fall struct { // Distance is the distance the entity has fallen. Distance float64 sound } // Burp is a sound played when a player finishes eating an item. type Burp struct{ sound } // Pop is a sound played when a chicken lays an egg. type Pop struct{ sound } // Explosion is a sound played when an explosion happens, such as from a creeper or TNT. type Explosion struct{ sound } // Thunder is a sound played when lightning strikes the ground. type Thunder struct{ sound } // LevelUp is a sound played for a player whenever they level up. type LevelUp struct{ sound } // Experience is a sound played whenever a player picks up an XP orb. type Experience struct{ sound } // GhastWarning is a sound played when a ghast is ready to attack. type GhastWarning struct{ sound } // GhastShoot is a sound played when a ghast shoots a fire charge. type GhastShoot struct{ sound } // FireworkLaunch is a sound played when a firework is launched. type FireworkLaunch struct{ sound } // FireworkHugeBlast is a sound played when a huge sphere firework explodes. type FireworkHugeBlast struct{ sound } // FireworkBlast is a sound played when a small sphere firework explodes. type FireworkBlast struct{ sound } // FireworkTwinkle is a sound played when a firework explodes and should twinkle. type FireworkTwinkle struct{ sound }