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How to Add Custom Client Sounds and Particles with Polytone

Contents (4)
  1. Registering Sound Events
  2. Creating Custom Particles
  3. Wiring Them Together
  4. Common Pitfalls

Polytone handles client-side sounds and particles, meaning you can register new sound events and particle types that play only on the client. This is aimed at resource pack creators adding ambience or visual flair.

Registering Sound Events

Define a sound event in your Polytone config, then point it at an audio file inside your resource pack. Once registered, the sound can be triggered by blocks, items, or other config entries. Because it is client-side, it will not sync to other players — use it for personal ambience, UI feedback, or menu effects rather than gameplay-critical audio.

Creating Custom Particles

You can register a new particle and give it a texture and color. Polytone also lets you modify existing particles, so you can recolor vanilla ones or change how they render without replacing the whole particle system. Particle colors can be set directly in config, which is faster than editing textures for a simple hue change.

Wiring Them Together

Attach your sound or particle to a trigger — a block sound, a biome ambience, or a GUI action. Test by triggering the event in-game and watching the log for missing-file errors.

Common Pitfalls

If a sound is silent, the file path or format is usually wrong. If a particle is invisible, check its texture reference and that the color value is valid. Reload resources between edits.

More guides for this mod

How to Add Custom Client Sounds and Particles with Polytone