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Replace Sound Reception (Power Type)

Replaces 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

It is the mirror of apoli:replace_sound_emission and takes the same fields. Only the side that gets rewritten differs.

Fields

FieldTypeDefaultDescription
soundsObjectrequiredMaps each sound to replace to what replaces it, in the same format as apoli:replace_sound_emission.
replaceBooleantrueWhether a match stops the original sound and every power with a lower priority. false plays the replacement on top of the original.
entity_actionEntity Action TypeoptionalRuns on the player whenever one of the power's rules matches.
priorityInteger0The order when the player has several sound replacement powers. Higher runs first.
note

This power only does anything on a player, and only for that player's own client. Granting it to a mob does nothing.

With "replace": false, the original keeps playing as it would have, looping included, and each layered sound plays once. Layering a chime over a minecart's rolling sound gives one chime, not a chime that loops with the cart.

entity_action runs on the client, so it only helps with effects the client can show. Use apoli:replace_sound_emission for an action the server should act on.

Examples

Deafness, muting block, entity, ambient and music sounds while leaving item and interface sounds:

{
  "type": "apoli:replace_sound_reception",
  "sounds": {
    "minecraft:(block|entity|ambient|music)\\..*": "minecraft:empty"
  }
}

Hear zombies as pigs, and replace stone footsteps with a random mix:

{
   "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, with the real sounds still playing 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
      }
   }
}