Synced audio
ModIf someone leaves and join back, your custom audio will not start over from the beginning but continue playing, with dynamic visuals effects
Type
Mod
Modrinth Downloads
645
Modrinth ID
OxwRrgXZ
Last Updated
Jul 28, 2026
Description
Synced audio, datapack for virtual show aiming for dj sets
Datapack behaviour vs vanilla behaviour
Vanilla client: If someone leaves and join back whilst music was playing (a music disc for example), he won't be hearing anything at all anymore whilst the others would
Synced audio datapack/mod: If someone leaves and join back whilst music from the pack was playing, he'll still hear the same music as everyone else because the pack pings audio each 5 minutes.
Setup step-by-step
-
In an audio editor (audacity for example):
- Choose your music (up to 1 hour long, minimum 5 minutes) and convert it to OGG
- Make a custom selection in the audio file, from 0 to 5 minutes, and export the selection under the name "5"
- Do the same with a selection from 5 to 10 minutes, and export the selection to 10
- You've got a 10 minutes audio file split ready, you can do this til 60 minutes
-
In the resource pack file:
- Drop the OGG files you've just exported in the synced_audio/sounds/split_audio/ directory
Only one song in total is currently supported
To start a song:
- In game, run /function synced_audio:play_audio_30_minutes to play the split files up to 30 minutes with the visuals you placed (see below)
- In game, run /function synced_audio:play_audio_60_minutes to play the split files up to 60 minutes
Visuals going with audio
List of visuals
- Dynamic Particles
- Dynamic Pyrotechnics
How to use
-
Run /function audio_reactive_particles:place_visual_130 to place a particle visual going up & down, synced with the audio's bpm, and /function audio_reactive_particles:place_pyrotechnics to place dynamic pyrotechnics (fire)
-
To make the particles match the bpm, open the datapack, open the folder beginning by "converter" and open the offline html file or online html file and host it, upload your full audio file and convert it, copy the content and paste in the datapack in data/audio_reactive_partiles/list_of_audio_files/current_audio.mcfunction
Compatibility
Mod Loaders
Game Versions
Recommended Gear
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