Curated subset of commonly-referenced particles and sounds — the real game has 1,900+ sound events; this covers the ones most people look up. Sounds aren’t played in-browser, use /playsound in-game to hear them.
Browse every particle type and 1,900+ sound event ids with ready /particle and /playsound commands.
Curated subset of commonly-referenced particles and sounds — the real game has 1,900+ sound events; this covers the ones most people look up. Sounds aren’t played in-browser, use /playsound in-game to hear them.
How to use this tool, and the questions players ask most.
In Bedrock Edition, run /particle <effect> [position], such as /particle minecraft:heart_particle ~ ~1 ~. Unlike Java Edition, Bedrock particle identifiers use names like minecraft:basic_flame_particle and do not accept spread or count arguments directly in the command.
Append true to the end of the /effect give command, for example /effect give @p minecraft:speed 30 1 true. Setting the hideParticles boolean to true removes all ambient swirls around the targeted entity.
Run /execute at @a run particle minecraft:flame ~ ~1 ~ 0.2 0.2 0.2 0.05 10 inside an unconditional repeating command block set to Always Active. This continuously evaluates the target player position and spawns 10 flame particles at their current coordinates.
Certain particle types fail if required parameters are missing, such as minecraft:dust, which requires three RGB floats and a size float like minecraft:dust 1.0 0.0 0.0 1.0. Block and item particles like minecraft:block stone also require a valid target identifier.
Use the /playsound command with an event identifier, audio category, target, and coordinates, such as /playsound minecraft:entity.experience_orb.pickup master @a ~ ~ ~ 1.0 1.0 0.0. The last three numbers set volume to 1.0, pitch to 1.0, and minimum audible volume to 0.0.
Other tools on 9Minecraft you may find useful.
Other tools on 9Minecraft you may find useful.