Sound arguments
The SoundArgument
class allows a command sender to retrieve the Bukkit Sound
or NamespacedKey
object to represent in-game sound effects (such as mob sounds or ambient sound effects), as well as in-game music.
The SoundArgument
must be parameterized over Sound
or NamespacedKey
to indicate whether it will return a Sound
object or a NamespacedKey
object. A SoundType
can be provided to specify whether the SoundArgument
will return a Sound
or NamespacedKey
. If no SoundType
is provided, the SoundArgument
will default to returning a Sound
object:
// Makes a SoundArgument that returns a Sound
new SoundArgument<Sound>("sound");
new SoundArgument<Sound>("sound", SoundType.SOUND);
// Makes a SoundArgument that returns a NamespacedKey
new SoundArgument<NamespacedKey>("sound", SoundType.NAMESPACED_KEY);
Example - Playing sound to yourself
Say we want a simple command that plays a specific sound at your location. To do this, we will make the following command:
/sound <sound>
This command simply plays the provided sound to the current player:
new CommandAPICommand("sound")
.withArguments(new SoundArgument<Sound>("sound"))
.executesPlayer((player, args) -> {
player.getWorld().playSound(player.getLocation(), (Sound) args[0], 100.0f, 1.0f);
})
.register();
new CommandAPICommand("sound")
.withArguments(new SoundArgument<NamespacedKey>("sound", SoundType.NAMESPACED_KEY))
.executesPlayer((player, args) -> {
player.getWorld().playSound(player.getLocation(), ((NamespacedKey) args[0]).asString(), 100.0f, 1.0f);
})
.register();
CommandAPICommand("sound")
.withArguments(SoundArgument<Sound>("sound"))
.executesPlayer(PlayerCommandExecutor { player, args ->
player.world.playSound(player.location, args[0] as Sound, 100.0f, 1.0f)
})
.register()
CommandAPICommand("sound")
.withArguments(SoundArgument<NamespacedKey>("sound", SoundType.NAMESPACED_KEY))
.executesPlayer(PlayerCommandExecutor { player, args ->
player.world.playSound(player.location, (args[0] as NamespacedKey).asString(), 100.0f, 1.0f)
})
.register()