> For the complete documentation index, see [llms.txt](https://wiki.auraplugins.eu/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.auraplugins.eu/getting-started/quick-start.md).

# Quick Start — your first sound

In this guide you will create a working ambient sound **using only vanilla Minecraft audio** — no resource pack required. Five minutes, promise.

## The goal

Cave sounds around the entrance of your mine, at any time of day, audible within 16 blocks.

## Option A — all in game (easiest)

Stand where you want the sound to come from, then:

```
/aurasounds create mine_entrance ambient minecraft:ambient.cave 16
```

Done. AuraSounds created `plugins/AuraSounds/sounds/mine_entrance.yml` with a source point at your feet and a 16-block radius. Anyone within 16 blocks now hears occasional cave noises, louder as they get closer.

Some useful follow-ups:

```
/aurasounds play mine_entrance        → force-play it right now to preview
/aurasounds addloc mine_entrance      → add another source point where you stand
/aurasounds info mine_entrance        → see the sound's settings
/aurasounds toggle mine_entrance      → disable it without deleting anything
```

## Option B — write the file yourself

Create `plugins/AuraSounds/sounds/mine_entrance.yml`:

```yaml
type: ambient
enabled: true

playback:
  sound: 'minecraft:ambient.cave'
  category: AMBIENT
  volume: 1.0
  pitch: 1.0
  loop:
    enabled: true
    duration: '4s'     # length of the audio file
    interval: '10s'    # pause between repetitions

source:
  radius: 16
  falloff: true        # positional: volume decreases with distance
  points:
    - {world: world, x: 120, y: 40, z: 85}
```

Then load it:

```
/aurasounds reload
```

{% hint style="info" %}
**Where do vanilla sound names come from?** They are Minecraft's own sound event keys — `minecraft:ambient.cave`, `minecraft:entity.frog.ambient`, `minecraft:music.creative`… You can explore them in game with the `/playsound` command's tab completion.
{% endhint %}

## Add a condition

Let's make it play **only underground**. Either edit the file and add:

```yaml
conditions:
  max-y: 60
  exposed-to-sky: false
```

…or do it in game:

```
/aurasounds condition mine_entrance set max-y 60
/aurasounds condition mine_entrance set exposed-to-sky false
```

Now the ambience only plays for players below Y=60 with a ceiling above their head. When a player climbs out, the sound fades away on its own.

Check why a sound does or doesn't play for you at any moment:

```
/aurasounds debug mine_entrance
```

Each condition shows a ✔ or ✘ for your current situation — the fastest way to understand what's happening.

## Next steps

* Your own audio files (music, custom ambiences): [Custom Sounds & Resource Packs](/getting-started/custom-sounds.md)
* Everything a sound file can contain: [Sound Files Explained](/guides/sound-files.md)
* All conditions with examples: [The Condition System](/guides/conditions.md)
* Music that follows your WorldGuard regions: [Zone Music & WorldGuard](/guides/worldguard-music.md)


---

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