> For the complete documentation index, see [llms.txt](https://docs.quickclient.cc/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.quickclient.cc/en/extras/effects.md).

# Sounds and particles

Local sounds and particles that are not sent to the server.

Sounds and particles from this section are local: only the player sees and hears them, nothing is sent to the server. They work well for signals and highlighting.

## Sounds

A sound is identified by its id in the game registry. You can leave out the namespace: Quick reads `"entity.player.levelup"` as `"minecraft:entity.player.levelup"`. If the id is wrong, the call returns `false`.

```java
sounds().play("entity.experience_orb.pickup", 1f, 1.2f);
sounds().stop("music_disc.cat");
```

| Method                             | Type       | Description                                                                            |
| ---------------------------------- | ---------- | -------------------------------------------------------------------------------------- |
| `play(id)`                         | `boolean`  | at the player, with normal volume and pitch                                            |
| `play(id, volume, pitch)`          | `boolean`  | `volume` is clamped to 0..16, `pitch` to 0.5..2                                        |
| `play(id, x, y, z, volume, pitch)` | `boolean`  | at a point in the world: volume and direction depend on where the point is             |
| `stop(id)`                         | `boolean`  | stops all copies of this sound                                                         |
| `stopAll()`                        | `void`     | stops all sounds, including music                                                      |
| `names()`                          | `String[]` | all ids, more than a thousand; the array is built on every call, so keep it in a field |

To react to other sounds, subscribe to the `SoundEvent` event, see [Subscribing to events](/en/events/basics.md).

## Particles

A particle type is also identified by its registry id: `"flame"`, `"end_rod"`, `"crit"`. `spawn` works for types without parameters. Particles that need extra data have their own methods.

| Method                                          | Description                                                                          |
| ----------------------------------------------- | ------------------------------------------------------------------------------------ |
| `spawn(id, x, y, z)`                            | a single particle that stays in place                                                |
| `spawn(id, x, y, z, dx, dy, dz)`                | with a starting velocity; how it is used depends on the type                         |
| `spawn(id, x, y, z, count, spread)`             | a cloud; `count` 1..512, `spread` is the spread in blocks                            |
| `dust(color, scale, x, y, z)`                   | colored dust, like redstone; `color` as `0xRRGGBB`                                   |
| `dust(color, scale, x, y, z, count, spread)`    | a cloud of dust                                                                      |
| `dust(from, to, scale, x, y, z, count, spread)` | dust that shifts from one color to another                                           |
| `colored(id, color, x, y, z, count, spread)`    | particles whose color is set from outside: `entity_effect`, `tinted_leaves`, `flash` |
| `block(id, block, x, y, z, count, spread)`      | block fragments: `block`, `block_marker`, `falling_dust`, `dust_pillar`              |
| `item(id, item, x, y, z, count, spread)`        | item fragments, the `item` particle                                                  |

All these methods return `false` if the type is unknown, needs other parameters, or the player is not in a world.


---

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