How To Silence Evocation Fangs?
I was playing around with the /summon
command, and I stumbled upon evocation fangs. I then typed in a command into a command block: /summon evocation_fangs sawblade ~~1~
. This created a sort of sawblade:
Unfortunately, this saw-blade is quite loud! How do I mute the evocation fangs while keeping ambient sounds?
Solution 1:
You can use the stopsound
command.
stopsound @s mob.evocation_fangs.attack
🧰 The Command
The stopsound
command can be utilized to, stop sounds. The syntax for this command in Bedrock Edition is:
stopsound <player> [sound]
While player
is required, sound
is optional, per DigMinecraft:
Definitions
player
is the name of the player (or a target selector) that you wish to stop the sound effect for.sound
is optional. It is the sound effect to stop. (See List of Sound Effect Names.)
🔊 Evocation Sounds
There are several sound effects related to evocation:
ID | Sound |
---|---|
mob.evocation_fangs.attack | sounds/mob/evocation_illager/fangs hostile |
mob.evocation_illager.ambient | sounds/mob/evocation_illager/idle1 sounds/mob/evocation_illager/idle2 sounds/mob/evocation_illager/idle3 sounds/mob/evocation_illager/idle4 |
mob.evocation_illager.cast_spell | sounds/mob/evocation_illager/cast1 sounds/mob/evocation_illager/cast2 |
mob.evocation_illager.celebrate | sounds/mob/evocation_illager/celebrate sounds/mob/evocation_illager/idle1 sounds/mob/evocation_illager/idle2 – |
mob.evocation_illager.death | sounds/mob/evocation_illager/death1 sounds/mob/evocation_illager/death2 |
mob.evocation_illager.hurt | sounds/mob/evocation_illager/hurt1 sounds/mob/evocation_illager/hurt2 |
mob.evocation_illager.prepare_attack | sounds/mob/evocation_illager/prepare_attack1 sounds/mob/evocation_illager/prepare_attack2 |
mob.evocation_illager.prepare_summon | sounds/mob/evocation_illager/prepare_summon |
mob.evocation_illager.prepare_wololo | sounds/mob/evocation_illager/prepare_wololo |
The one you're interested in is mob.evocation_fangs.attack
.
🔩 Setup
You'll need an additional command block, set to always repeat unconditionally, at a faster rate than your summoning command block. This additional command block should have it's command set to:
stopsound @a[r=5] mob.evocation_fangs.attack
This was my setup:
You can remove the radius argument if you'd like, I just limited the command to all players in the immediate area.
📑 Final Note
Unfortunately, chaining the command block isn't fast enough as the sound effect has enough time to trigger before the secondary command block. While it will muffle the sound, it won't eradicate it unless it's a separate command block with a faster rate than the summoning.