Configuring Item and Inventory Sounds in the Sounds Mod
The Sounds mod adds audio feedback to inventory interactions, letting you hear clicks, drags, scrolls, drops, clones, and deletions as you manage items. This guide covers those item-related sound effects and the settings that control them.
Inventory and Hotbar Sounds
Two separate scroll sounds exist. Inventory Scroll plays while you move through inventory slots, and Hotbar Scroll plays when you cycle your hotbar by scrolling or by pressing the number keys to pick a slot.
Item Drag triggers as you move an item between slots. Item Click fires whenever you select an item in your inventory.
Additional inventory-related effects include sounds for opening a screen that contains an inventory (an enchanting table, for example), closing such a screen, using a scrollbar inside any inventory, typing in the anvil name field or the creative inventory search box, and using the Pick Block action.
Drop, Clone, and Delete Sounds
Item Drop plays when you throw an item out of your inventory. Item Clone plays when you duplicate an item in your inventory. Item Delete plays when you remove an item through the bin in the creative inventory.
Empty Slot Handling
Two toggles decide whether silent slots produce sound:
- Ignore Empty Hotbar Slots — when on, empty hotbar slots are skipped for sound playback. This does not cover the hotbar drop sound, because of how item dropping is implemented; use the inventory setting below for that case.
- Ignore Empty Inventory Slots — when on, empty inventory slots are skipped. This one does cover the hotbar drop sound.
Item Sound Cooldown
- Enable Item Sound Cooldown — turns a cooldown on for item sounds. With it active, a given sound plays only once per cooldown window.
- Item Sound Cooldown — sets that window in seconds.
Adjusting Individual Sounds
Each sound effect has its own set of controls. Enabled decides whether the sound plays at all. Volume sets loudness, and Pitch sets tone — lower values sound deeper, higher values sound squeakier. Sound Event ID holds the unique identifier used to play the sound. A Preview action lets you hear the effect before committing. A Use Contextual Sound Event style toggle makes the played event depend on the item, block, or action involved; for items and blocks, the event follows the type of item or block. A Preview failure or playback failure produces an error notice asking whether the sound event ID is valid.
Block Sound Management
Block sounds are handled through resource packs. Disable All Modified Block Sounds turns off every block sound changed by a resource pack, useful if you prefer the game's default block audio. Ignored Blocks lists blocks that receive no custom sound definition settings even when a tag they belong to has settings applied. Any blocks inside a tag receive that tag's sound settings on their block sound group.
Other Relevant Options
Enable Enderpearl Variety randomizes the Ender Pearl throw sound to better match the chorus fruit teleport sound. Hide Button In Sound Mixer Menu controls whether the button that opens the config screen appears in the vanilla sound mixer. Enable Verbose Sound Type Logging writes detailed block sound type information to the console for debugging.
Incompatibility Warning
If both QualitySounds and Sounds are present, a notice titled Incompatability Detected appears. It asks you to remove QualitySounds, because Sounds already contains its effects and functionality. Running both causes mixin conflicts, duplicated sounds, and possible crashes. Sounds also covers place, fall, break, and step sounds for blocks with custom effects, with pitch and volume adjustment that QualitySounds does not offer.
Accessing These Settings
Open the mod's config screen through its interface or the corresponding hotkey (set it in the controls menu). Individual sound entries are toggled and tuned there, and the empty-slot and cooldown options sit alongside them.