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bedrock-protocol-docs/html/LevelSoundEventPacket.html
2025-07-08 11:52:36 -07:00

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<!DOCTYPE html> <html> <head><style>table{font-family: arial, sans-serif;border-collapse: collapse;width: 100% ;}.tab { margin-left: 40px; }td, th{text-align: left;padding: 8px;}tr:nth-child(even) {background-color: #dddddd;}div#expand{display:block;}</style> </head> <body><h1>LevelSoundEventPacket (id: 123)</h1>
<table><col width="1%"><col width="99%"><tr><th></th><th></th></tr><tr><td> <b>Purpose:</b> </td>
<td>Level Sound Event</td>
</tr><tr><td> <b>Notes:</b> </td>
<td>
Most sounds get launched on server and replicated to clients, but a handful of player initiated sounds are launched on their client and replicated through the network.
(In most of the codebase 'Event' means telemetry events; this is not the case here, this is how sounds get replicated across the network in vanilla.)
With support for custom entities. Entity Id is a string and Event Id is an integer.
</td>
</tr></table><br><h2>Payload</h2>
<img src="svg/LevelSoundEventPacket.svg" alt="LevelSoundEventPacket">
<br><br><br><table><col width="10%"><col width="10%"><col width="15%"><col width="80%"><tr><th>Field Name</th><th>Field Type</th><th>Field Constraints</th><th>Field Notes</th></tr><tr><td>Event ID</td>
<td>enum LevelSoundEvent</td>
<td></td>
<td></td>
</tr><tr><td>Position</td>
<td>Vec3</td>
<td></td>
<td></td>
</tr><tr><td>Data</td>
<td>varint</td>
<td></td>
<td></td>
</tr><tr><td>Actor Identifier</td>
<td>string</td>
<td></td>
<td></td>
</tr><tr><td>Is Baby</td>
<td>bool</td>
<td></td>
<td></td>
</tr><tr><td>Is Global</td>
<td>bool</td>
<td></td>
<td></td>
</tr><tr><td>Actor Unique Id</td>
<td>int64</td>
<td></td>
<td></td>
</tr></table></body> </html>