> 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/help/faq.md).

# FAQ

### Do players need to install anything?

No mod, no client plugin. If you only use **vanilla sounds**, players need nothing at all. If you use **custom audio**, players just accept your server resource pack (ItemsAdder/Nexo handle that automatically; manual packs use the standard `resource-pack` server option).

### Does it work without WorldGuard / PlaceholderAPI / ItemsAdder?

Yes — all hooks are optional and auto-detected. WorldGuard only unlocks region zones and the `region` condition; PlaceholderAPI only unlocks the `placeholder` condition; ItemsAdder/Nexo only unlock their sound namespaces. Everything else works standalone.

### Which versions are supported?

Paper/Spigot **1.21 and newer**, Java 21 — and **Folia is supported** (each player is processed on their own region thread). The plugin uses no NMS — only stable API — so it survives Minecraft updates unusually well (including the 1.21.3+ registry changes).

Note for Folia: WorldGuard does not run on Folia, so region-based music zones are unavailable there — coordinate areas work as usual.

### How many sounds can I create before performance suffers?

Practically: more than you will ever make. Sounds are indexed per world, the check loop only evaluates sounds that can concern each player's world, and WorldGuard queries are cached per player per block. Hundreds of sounds is routine.

### Can several ambient sounds play at once?

Yes — ambient sounds stack freely (a fireplace + rain + tavern chatter). Only **music** is exclusive: one music per player, the highest `priority` wins.

### Why doesn't my sound fade out smoothly?

Minecraft's protocol cannot change the volume of a sound that's already playing — no plugin can truly crossfade. `fade.stop` is a delayed cut; for music, use `transition.outro-sound` + `overlap` to craft a real audible transition. See [Sound Files Explained](/guides/sound-files.md).

### My custom sound doesn't play but vanilla sounds work. Why?

Ninety percent of the time: the resource pack isn't loaded client-side, or the sound key doesn't match the pack's `sounds.json`. Check [Troubleshooting](/help/troubleshooting.md) for the step-by-step diagnosis.

### Can players turn the ambience off?

Yes — `/aurasounds off` (and back `on`). The preference is stored on the player and survives relogs and restarts.

### Can I use it on a network (BungeeCord/Velocity)?

Yes — AuraSounds is fully server-local, so run it on each backend server. Scene **export/import** makes it easy to copy soundscapes between backends.

### Does /aurasounds play ignore conditions?

Yes — `play` is a forced preview for testing. Normal playback always respects conditions.


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