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Sky and sound

Sky decoration has the engine draw sun, moon and cloud images itself and puts them into the resource pack and shader pack. Vanilla sky images are neither read nor copied. The sound library manages sound events and sound files. Sound emitter actors play sounds at fixed positions, like cave drips or a waterfall.

WhatWhere
Sky decorationTools › Sky decoration → Sky panel in the bottom area
Sound libraryTools › Sound library → Sound panel in the bottom area
Place a sound emitterMain toolbar Add › Sound
Sound previewThe speaker button on the right of the main toolbar (tooltip Sound preview)

You can also toggle both panels from the Window menu.

  1. Open Tools › Sky decoration.
  2. In the Sun section, pick Shape, Color and Size.
  3. Pick the Moon and Clouds sections the same way.
  4. Click Day or Night to see the 13:00 or 23:00 sky in F6 game view.
  5. Values are saved immediately to the project’s assets/sky.np.json.
  6. When you run Build resource pack and Make shader pack, the sky is included.
  1. Open Tools › Sound library.
  2. Type a new event id in the top field and click Event (for example noplatea:ambient.cave_drip).
  3. Select the event and add an .ogg or .wav with Add file….
  4. Click the play icon to listen.
  5. Place a sound emitter from main toolbar Add › Sound › Cave drips, etc.
  6. In the Details panel, change the emitter’s Event to the id you just created.
  7. Turn on Sound preview on the toolbar and move the camera close to listen.
FieldChoices
Sun · ShapeVanilla (unchanged) · Soft sun (halo) · Pixel sun · Ringed sun · Star shape · Eclipse
Sun · ColorWarm white · Gold · Sunset orange · Cool white · Rose
Sun · Size / Glow / Seed0.5–1.5 / 0–1 / pattern seed
Sun · Draw with shaderWhen on, the shader pack draws this shape itself. When off, the resource pack sun image is used.
Moon · ShapeVanilla (unchanged) · Cratered moon · Pixel moon · Crescent drawing · Halo moon
Moon · ColorDefault (silver) · Blood red · Blue moon
Moon · Preview phaseThe phase shown in F6 (full to waxing gibbous, 8 phases). In the game, it cycles with the date.
Clouds · ShapeVanilla (unchanged) · Cumulus · Cirrus (streaks) · Scattered puffs (sparse) · No clouds
Clouds · Cloud cover / Clump size0.05–0.9 / 0.5–2
Clouds · Shader cloud layerThe shader pack draws a 2D cloud layer in the sky. Vanilla clouds are hidden. Set Height (shader) and Drift (shader) together.
Clouds · 3D clouds (shader)Turns the shader cloud layer into 3D clouds. Thickness (3D) · Quality (3D) (0 low · 1 medium · 2 high)
Image size · Sun · moon×1 (32×32) · ×2 (64×64) · ×4 (128×128)
Image size · Cloud map×1 (256×256) · ×2 · ×4 (1024×1024, resource pack self-check warning)
Legacy paths tooAlso includes image paths for older clients.
To vanillaResets every field to vanilla (unchanged). No sky images are put in the resource pack.
  • The same seed gives the same image. Changing the seed changes the pattern.
  • The moon color (blood red · blue moon) is multiplied in by the shader even when Draw with shader is off.

Since 0.9.7: 3D clouds (shader) was added. The game shader pack and the F6 sky draw it with the same math.

KindWhere it is heardWhat it creates
New event (<ns>:…)When the server (plugin · sound emitter) plays itResource pack assets/<ns>/sounds.json + ogg
Vanilla replacement (minecraft:…)Everywhere (with the resource pack alone)Resource pack assets/minecraft/sounds.json "replace": true
Event fieldMeaning
SubtitleSubtitle translation key or text. Leave empty for no subtitle.
File (assets/sounds)List of files the event uses. With several files, one is played at random.
Volume · Pitch · WeightPer-file loudness, pitch and pick ratio.
Long soundTurn on for background music and long loops. Minecraft streams it.
StatusShown when a file is missing or has the wrong format.
ButtonAction
EventCreates or selects an event with the id in the top field.
Replace vanillaPicks the vanilla sound id to replace from a list.
Create starter soundsAdds sounds synthesized by the engine itself (cave drips · stream · waterfall · campfire · wind · cave echo · chime · stone/wood/crystal blocks) as np:… events. Existing events are skipped.
Add file…Adds .ogg · .wav to the event. .wav is converted to Ogg.
To mono checkbox (on by default)Converts positional (3D) sounds to mono when adding them.
Play iconPlays the event once (a random file by weight).
Remove icon · Delete iconRemoves the selected file from the event · deletes the event from the registry.
Refresh iconRereads assets/sounds.np.json.
  • Files are copied to assets/sounds/<ns>/<path>.ogg. If the same name exists, _v2 · _v3 is appended; nothing is overwritten.
  • Deleting an event or removing a file does not delete the sound file on disk.
  • Positional sounds must be mono to get quieter with distance. Stereo is heard at the ear as-is regardless of distance.
  • Synthesizing individual sounds from a recipe and seed is available in the AI connection’s sound_generate tool (AI connection (MCP)).

Custom blocks are made from note block states, so their client sounds are fixed. The server plugin plays sounds instead.

FieldMeaning
Break · Place · Step · Hit · FallEvent id to play at each of these five moments, per block. Leave empty for the default sound.
Pick from registered eventsPicks from the library’s event list.

Block sounds are exported as block_sounds in <name>_sounds_server_vN.json when you export the server registry.

Add › SoundDefault
Cave dripsOnce per interval
Waterfall · flowing waterContinuous
Campfire crackleOnce per interval
WindContinuous
Empty sound emitterNo event
Details fieldMeaning
EventThe sound event id to play. Use the button on the right to pick from the library or vanilla suggestions.
CenterWhere the sound comes from (block coordinates). Move it with Move under mouse.
Audible rangeAt this distance (blocks) the sound fades to 0.
ModeOnce per interval (random) · Continuous (loop)
Interval (s)Waits a random time between min and max (random mode).
Volume · PitchLoudness and pitch (0.5–2, random between min and max).
Time of dayAlways · Day only · Night only (day = 06:00–18:00)
Underground onlyPlays only where the space above is covered (caves).
  • In the game, the server plugin reads sound_emitters in sounds_server.json and plays them at these positions and intervals.
  • In the editor, turning on Sound preview makes emitters within 64 blocks of the camera audible. During Play it is always on.
  • Dragging a Sound item from the Content Browser into the viewport also creates a sound emitter.
SettingWhereMeaning
Sound previewMain toolbarOn/off (off by default)
Master volumeSlider next to the main toolbar speakerOverall preview volume (default 0.8)

There are no dedicated shortcuts for this feature. Frame camera (F) in the Details panel moves the camera to the selected emitter.

  • Vanilla sound files are not included in the editor. Vanilla events are not audible in the editor unless you add files.
  • If a vanilla replacement event has no files, that sound is silent in the game.
  • Sounds and the sky are included only in a complete resource pack. The fragment mode only shows a warning.
  • Sky images are drawn with our own formulas, so you can distribute them as-is.
  • For sounds longer than 10 seconds, turn on Long sound.