


This gives the player six octaves (72 semitones) of effective range to combine instruments for greater pitch coverage. The string bass and didgeridoo are two octaves (24 semitones) lower than the standard range, the guitar is one octave (12 semitones) lower than the standard range, the flute is one octave above the standard range, and the bells, chimes, and xylophone are 2 octaves above the standard range. After reaching the highest note, pressing use again resets the pitch back to F♯ 3, as does breaking the block and picking it back up. The standard range (for harp and pling instruments) of notes span from F♯ 3 to F♯ 5.
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Pressing the use button on the block increases the note pitch up a semitone, with a total of two full octaves and a semitone (25 semitones in total) being available for each instrument.

There are 16 different instruments and 25 different pitches per instrument. Each time a note block plays a note, a note particle may fly out of the top (if pressed too fast, notes may not appear), with the color depending on the pitch (but not the instrument). Note blocks play when on or next to a powered block. The sound of note blocks (as well as jukeboxes) can be independently controlled by the Jukebox/Note Blocks slider in the audio settings.

The volume of a note block decreases as the player gets further away from it. A note block must have air in the space directly above it to play a sound. Note blocks play a musical note when hit (pressing the attack button) or powered by redstone. A note block being triggered and playing a note.
