package sound import ( "github.com/df-mc/dragonfly/server/world" "github.com/go-gl/mathgl/mgl64" ) // BlockPlace is a sound sent when a block is placed. type BlockPlace struct { // Block is the block which is placed, for which a sound should be played. The sound played depends on // the block type. Block world.Block sound } // BlockBreaking is a sound sent continuously while a player is breaking a block. type BlockBreaking struct { // Block is the block which is being broken, for which a sound should be played. The sound played depends // on the block type. Block world.Block sound } // GlassBreak is a sound played when a glass block or item is broken. type GlassBreak struct{ sound } // Fizz is a sound sent when a lava block and a water block interact with each other in a way that one of // them turns into a solid block. type Fizz struct{ sound } // AnvilLand is played when an anvil lands on the ground. type AnvilLand struct{ sound } // AnvilUse is played when an anvil is used. type AnvilUse struct{ sound } // AnvilBreak is played when an anvil is broken. type AnvilBreak struct{ sound } // ChestOpen is played when a chest is opened. type ChestOpen struct{ sound } // ChestClose is played when a chest is closed. type ChestClose struct{ sound } // EnderChestOpen is played when a ender chest is opened. type EnderChestOpen struct{ sound } // EnderChestClose is played when a ender chest is closed. type EnderChestClose struct{ sound } // BarrelOpen is played when a barrel is opened. type BarrelOpen struct{ sound } // BarrelClose is played when a barrel is closed. type BarrelClose struct{ sound } // Deny is a sound played when a block is placed or broken above a 'Deny' block from Education edition. type Deny struct{ sound } // DoorOpen is a sound played when a door is opened. type DoorOpen struct { // Block is the block which is being opened, for which a sound should be played. The sound played depends on the // block type. Block world.Block sound } // DoorClose is a sound played when a door is closed. type DoorClose struct { // Block is the block which is being closed, for which a sound should be played. The sound played depends on the // block type. Block world.Block sound } // TrapdoorOpen is a sound played when a trapdoor is opened. type TrapdoorOpen struct { // Block is the block which is being opened, for which a sound should be played. The sound played depends on the // block type. Block world.Block sound } // TrapdoorClose is a sound played when a trapdoor is closed. type TrapdoorClose struct { // Block is the block which is being closed, for which a sound should be played. The sound played depends on the // block type. Block world.Block sound } // FenceGateOpen is a sound played when a fence gate is opened. type FenceGateOpen struct { // Block is the block which is being opened, for which a sound should be played. The sound played depends on the // block type. Block world.Block sound } // FenceGateClose is a sound played when a fence gate is closed. type FenceGateClose struct { // Block is the block which is being closed, for which a sound should be played. The sound played depends on the // block type. Block world.Block sound } // DoorCrash is a sound played when a door is forced open. type DoorCrash struct{ sound } // Click is a clicking sound. type Click struct{ sound } // Ignite is a sound played when using a flint & steel. type Ignite struct{ sound } // TNT is a sound played when TNT is ignited. type TNT struct{ sound } // FireExtinguish is a sound played when a fire is extinguished. type FireExtinguish struct{ sound } // Note is a sound played by note blocks. type Note struct { sound // Instrument is the instrument of the note block. Instrument Instrument // Pitch is the pitch of the note. Pitch int } // MusicDiscPlay is a sound played when a music disc has started playing in a jukebox. type MusicDiscPlay struct { sound // DiscType is the disc type of the music disc. DiscType DiscType } // MusicDiscEnd is a sound played when a music disc has stopped playing in a jukebox. type MusicDiscEnd struct{ sound } // ItemAdd is a sound played when an item is added to an item frame or campfire. type ItemAdd struct{ sound } // ItemFrameRemove is a sound played when an item is removed from an item frame. type ItemFrameRemove struct{ sound } // ItemFrameRotate is a sound played when an item frame's item is rotated. type ItemFrameRotate struct{ sound } // FurnaceCrackle is a sound played every one to five seconds from a furnace. type FurnaceCrackle struct{ sound } // CampfireCrackle is a sound played every one to five seconds from a campfire. type CampfireCrackle struct{ sound } // BlastFurnaceCrackle is a sound played every one to five seconds from a blast furnace. type BlastFurnaceCrackle struct{ sound } // SmokerCrackle is a sound played every one to five seconds from a smoker. type SmokerCrackle struct{ sound } // ComposterEmpty is a sound played when a composter has been emptied. type ComposterEmpty struct{ sound } // ComposterFill is a sound played when a composter has been filled, but not gone up a layer. type ComposterFill struct{ sound } // ComposterFillLayer is a sound played when a composter has been filled and gone up a layer. type ComposterFillLayer struct{ sound } // ComposterReady is a sound played when a composter has produced bone meal and is ready to be collected. type ComposterReady struct{ sound } // PotionBrewed is a sound played when a potion is brewed. type PotionBrewed struct{ sound } // PowerOn is a sound played when a redstone component is powered on. type PowerOn struct{ sound } // PowerOff is a sound played when a redstone component is powered off. type PowerOff struct{ sound } // LecternBookPlace is a sound played when a book is placed in a lectern. type LecternBookPlace struct{ sound } // SignWaxed is a sound played when a sign is waxed. type SignWaxed struct{ sound } // WaxedSignFailedInteraction is a sound played when a player tries to interact with a waxed sign. type WaxedSignFailedInteraction struct{ sound } // WaxRemoved is a sound played when wax is removed from a block. type WaxRemoved struct{ sound } // CopperScraped is a sound played when a player scrapes a copper block to reduce its oxidation level. type CopperScraped struct{ sound } // DecoratedPotInserted is a sound played when an item is successfully inserted into a decorated pot. type DecoratedPotInserted struct { sound // Progress is how much of the decorated pot has been filled. Progress float64 } // DecoratedPotInsertFailed is a sound played when an item fails to be inserted into a decorated pot. type DecoratedPotInsertFailed struct{ sound } // sound implements the world.Sound interface. type sound struct{} // Play ... func (sound) Play(*world.World, mgl64.Vec3) {}