Replace Sound Reception (Power Type)
Swaps out the sounds the entity that has the power hears.
Swaps out the sounds the player that has the power hears — every sound, from any source, before it reaches their speakers. Nobody else is affected.
Type ID: apoli:replace_sound_reception
This is the mirror of apoli:replace_sound_emission and takes exactly the same fields; only the side that gets rewritten differs.
Fields
| Field | Type | Default | Description |
|---|---|---|---|
sounds | Object | required | Map of sound to replace → what to replace it with. Same format as apoli:replace_sound_emission. |
replace | Boolean | true | Whether a match stops the original sound (and every lower-priority power). false plays the replacement on top of the original. |
entity_action | Entity Action Type | optional | Action run on the holder whenever one of its rules matches. |
priority | Integer | 0 | Ordering when the holder has several replace-sound powers. Higher runs first. |
This power only does anything on a player, and only for that player’s own client. Granting it to a mob does nothing.
entity_actionruns on the client, so it is only useful for client-visible effects. Useapoli:replace_sound_emissionif you need an action the server acts on.
Examples
Deafness — mute everything except your own voice and the UI:
{
"type": "apoli:replace_sound_reception",
"sounds": {
"minecraft:(block|entity|ambient|music)\\..*": "minecraft:empty"
}
} Hear zombies as pigs, and randomise stone footsteps:
{
"type":"apoli:replace_sound_reception",
"sounds":{
"minecraft:entity\\.zombie\\.(.*)":"minecraft:entity.pig.$1",
"block.stone.step":[
{
"id":"minecraft:block.wool.step",
"weight":3
},
{
"id":"minecraft:block.sand.step",
"weight":1,
"pitch":1.2
}
]
}
} Muffled hearing while underwater, keeping the real sound underneath:
{
"type":"apoli:replace_sound_reception",
"condition":{
"type":"apoli:submerged_in",
"fluid":"minecraft:water"
},
"replace":false,
"sounds":{
".*":{
"id":"minecraft:block.water.ambient",
"volume":0.4
}
}
}