content: package org.allaymc.api.world.sound;
  
  /**
   * SimpleSound contains all sounds that do not require additional parameters.
   *
   * @author daoge_cmd
   */
  public enum SimpleSound implements Sound {
      /* Block */
  
      // GLASS_BREAK is a sound played when a glass block or item is broken.
      GLASS_BREAK,
      // FIZZ is a sound sent when a lava block and a water block interact with each other in a way that one of them turns into a solid block.
      FIZZ,
      // ANVIL_LAND is played when an anvil lands on the ground.
      ANVIL_LAND,
      // ANVIL_USE is played when an anvil is used.
      ANVIL_USE,
      // ANVIL_BREAK is played when an anvil is broken.
      ANVIL_BREAK,
      // CHEST_OPEN is played when a chest is opened.
      CHEST_OPEN,
      // CHEST_CLOSE is played when a chest is closed.
      CHEST_CLOSE,
      // ENDER_CHEST_OPEN is played when an ender chest is opened.
      ENDER_CHEST_OPEN,
      // ENDER_CHEST_CLOSE is played when an ender chest is closed.
      ENDER_CHEST_CLOSE,
      // SHULKER_BOX_OPEN is played when a shulker box is opened.
      SHULKER_BOX_OPEN,
      // SHULKER_BOX_CLOSE is played when a shulker box is closed.
      SHULKER_BOX_CLOSE,
      // FENCE_GATE_OPEN is played when opening a fence gate
      FENCE_GATE_OPEN,
      // FENCE_GATE_CLOSE is played when closing a fence gate
      FENCE_GATE_CLOSE,
      // BARREL_OPEN is played when a barrel is opened.
      BARREL_OPEN,
      // BARREL_CLOSE is played when a barrel is closed.
      BARREL_CLOSE,
      // DENY is a sound played when a block is placed or broken above a 'Deny' block from Education edition.
      DENY,
      // DOOR_CRASH is a sound played when a door is forced open.
      DOOR_CRASH,
      // CLICK is a clicking sound.
      CLICK,
      // IGNITE is a sound played when using a flint & steel.
      IGNITE,
      // TNT is a sound played when TNT is ignited.
      TNT,
      // FIRE_EXTINGUISH is a sound played when a fire is extinguished.
      FIRE_EXTINGUISH,
      // MUSIC_DISC_END is a sound played when a music disc has stopped playing in a jukebox.
      MUSIC_DISC_END,
      // ITEM_ADD is a sound played when an item is added to an item frame or campfire.
      ITEM_ADD,
      // ITEM_FRAME_REMOVE is a sound played when an item is removed from an item frame.
      ITEM_FRAME_REMOVE,
      // ITEM_FRAME_ROTATE is a sound played when an item frame's item is rotated.
      ITEM_FRAME_ROTATE,
      // FURNACE_CRACKLE is a sound played every one to five seconds from a furnace.
      FURNACE_CRACKLE,
      // CAMPFIRE_CRACKLE is a sound played every one to five seconds from a campfire.
      CAMPFIRE_CRACKLE,
      // BLAST_FURNACE_CRACKLE is a sound played every one to five seconds from a blast furnace.
      BLAST_FURNACE_CRACKLE,
      // SMOKER_CRACKLE is a sound played every one to five seconds from a smoker.
      SMOKER_CRACKLE,
      // COMPOSTER_EMPTY is a sound played when a composter has been emptied.
      COMPOSTER_EMPTY,
      // COMPOSTER_FILL is a sound played when a composter has been filled, but not gone up a layer.
      COMPOSTER_FILL,
      // COMPOSTER_FILL_LAYER is a sound played when a composter has been filled and gone up a layer.
      COMPOSTER_FILL_LAYER,
      // COMPOSTER_READY is a sound played when a composter has produced bone meal and is ready to be collected.
      COMPOSTER_READY,
      // POTION_BREWED is a sound played when a potion is brewed.
      POTION_BREWED,
      // LECTERN_BOOK_PLACE is a sound played when a book is placed in a lectern.
      LECTERN_BOOK_PLACE,
      // WAXED is a sound played when a copper block or sign is waxed.
      WAXED,
      // WAX_REMOVED is a sound played when wax is removed from a copper block or sign.
      WAX_REMOVED,
      // WAXED_SIGN_FAILED_INTERACTION is a sound played when a player tries to interact with a waxed sign.
      WAXED_SIGN_FAILED_INTERACTION,
      // GLOW_INK_SAC_USED is a sound played when a player used glow ink sac in a sign.
      GLOW_INK_SAC_USED,
      // COPPER_SCRAPED is a sound played when a player scrapes a copper block to reduce its oxidation level.
      COPPER_SCRAPED,
      // DECORATED_POT_INSERT_FAILED is a sound played when an item fails to be inserted into a decorated pot.
      DECORATED_POT_INSERT_FAILED,
      // SPONGE_ABSORB is a sound played when sponge block absorbing water around.
      SPONGE_ABSORB,
      // CHORUS_FLOWER_GROW is a sound played when chorus flower grow.
      CHORUS_FLOWER_GROW,
      // END_PORTAL_FRAME_FILLED is a sound player when player fill an end portal.
      END_PORTAL_FRAME_FILLED,
      // END_PORTAL_SPAWN is a sound when end portal is activated.
      END_PORTAL_SPAWN,
  
      /* Item */
  
      // ITEM_BREAK is a sound played when an item in the inventory is broken, such as when a tool reaches 0 durability and breaks.
      ITEM_BREAK,
      // ITEM_THROW is a sound played when a player throws an item, such as a snowball.
      ITEM_THROW,
      // BOW_SHOOT is a sound played when a bow is shot.
      BOW_SHOOT,
      // CROSSBOW_SHOOT is a sound played when a crossbow is shot.
      CROSSBOW_SHOOT,
      // ARROW_HIT is a sound played when an arrow hits ground.
      ARROW_HIT,
      // TELEPORT is a sound played upon teleportation of an enderman, or teleportation of a player by an ender pearl or a chorus fruit.
      TELEPORT,
      // USE_SPYGLASS is a sound played when a player uses a spyglass.
      USE_SPYGLASS,
      // STOP_USING_SPYGLASS is a sound played when a player stops using a spyglass.
      STOP_USING_SPYGLASS,
      // FIRE_CHARGE is a sound played when a player lights a block on fire with a fire charge, or when a dispenser or a blaze shoots a fireball.
      FIRE_CHARGE,
      // TOTEM is a sound played when a player uses a totem.
      TOTEM,
  
      /* Entity */
  
      // DROWNING is a sound played when an entity is drowning in water.
      DROWNING,
      // BURNING is a sound played when an entity is on fire.
      BURNING,
      // BURP is a sound played when a player finishes eating an item.
      BURP,
      // POP is a sound played when a chicken lays an egg.
      POP,
      // EXPLOSION is a sound played when an explosion happens, such as from a creeper or TNT.
      EXPLOSION,
      // THUNDER is a sound played when lightning strikes the ground.
      THUNDER,
      // LEVEL_UP is a sound played for a player whenever they level up.
      LEVEL_UP,
      // EXPERIENCE is a sound played whenever a player picks up an XP orb.
      EXPERIENCE,
      // GHAST_WARNING is a sound played when a ghast is ready to attack.
      GHAST_WARNING,
      // GHAST_SHOOT is a sound played when a ghast shoots a fire charge.
      GHAST_SHOOT,
      // FIREWORK_LAUNCH is a sound played when a firework is launched.
      FIREWORK_LAUNCH,
      // FIREWORK_HUGE_BLAST is a sound played when a huge sphere firework explodes.
      FIREWORK_HUGE_BLAST,
      // FIREWORK_BLAST is a sound played when a small sphere firework explodes.
      FIREWORK_BLAST,
      // FIREWORK_TWINKLE is a sound played when a firework explodes and should twinkle.
      FIREWORK_TWINKLE,
      // PAINTING_PLACE is a sound played when a painting is placed.
      PAINTING_PLACE
  }
  
  