Synced audio
If someone leaves and join back, your custom audio will not start over from the beginning but continue playing, with dynamic visuals effects
About this Mod
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
Available Versions
How to Install Synced audio on Your Server
Order Server
Order a Minecraft Java server with at least 3 GB RAM (4 GB recommended).
Set datapack Loader
In the panel under "Egg", select the datapack loader and matching Minecraft version (26.2).
Install Mod
Open the mod browser in the dashboard and search for "Synced audio". Click "Install" – done! Alternatively, upload the .jar via SFTP to the /mods folder.
Compatibility
Mod Loaders
Minecraft Versions
26.2, 26.1.2, 26.1.1 (+14 more)
Server-side
✓ RequiredRecommended RAM
4 GB(min. 3 GB)Frequently Asked Questions
Synced audio server crashes on startup – what to do?
Most common cause: wrong datapack version or insufficient RAM. Check the server log (latest.log) for "OutOfMemoryError" or "Mixin" errors. With Mado Hosting: ensure at least 3 GB RAM is allocated and the loader matches the mod version (26.2). You can switch loaders with one click in the panel.
Is Synced audio compatible with datapack and fabric and forge and neoforge and quilt?
Synced audio officially supports datapack, fabric, forge, neoforge, quilt for Minecraft 26.2, 26.1.2, 26.1.1. Note: Forge and Fabric mods are NOT cross-compatible – pick one loader and stick with it. The Mado dashboard automatically detects incompatible loader combinations.
Server lagging with Synced audio – how to optimize performance?
Recommended RAM: 4 GB (per 8 players). Use /spark profiler to check if Synced audio consumes the most tick time. Common fixes: reduce server view-distance to 8-10, install "performant" or "starlight" as supplementary mods on Forge. With Mado Hosting, your server runs on NVMe SSDs with dedicated CPU cores for minimal latency.
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