DAI 3.0 · STEP-BY-STEP

Sounds & Music

Create event-driven sound and music customization tied to gameplay phases and locations.

Build from scratchTest in MinecraftMultiplayer-safe by designDAI 3.0

What you are building

Primary path: data/<namespace>/dai_sounds/ + dai_music/
Create event-driven sound and music customization tied to gameplay phases and locations.

Step-by-step

  1. Define one cueChoose a specific gameplay moment: weapon fire, room clear, boss start, ship alarm.
  2. Register or map the soundKeep IDs stable and separate ambience/music from one-shot effects.
  3. Trigger from authoritative phase changesDo not poll every tick when a one-time state transition is available.
  4. Handle stop/replace rulesMusic must stop when leaving the scene or entering a higher-priority state.
  5. Test volume overlapTrigger rapid events and verify audio does not stack uncontrollably.

Definition of done

  • The feature still works after save/reload.
  • Server state is authoritative; presentation mirrors it.
  • Invalid input cannot duplicate rewards or bypass costs.
  • Two players can use the system without sharing unintended temporary state.
  • Any optional resource pack can be disabled without breaking datapack logic.

Next integration

Once this feature works alone, connect it to a complete loop instead of adding more isolated content. Use the complete-game tracks to see where it belongs in ACMS, Space Between Blocks, MineTrigger or Hollow Spiral.