

It is denoted as "note:" followed by a number from 0 to 24. In Java Edition, the tuning can also be checked by looking at the right side of the debug screen (accessed by pressing F3). Players can roughly check the tuning of a block by looking at the note icon. The exact pitch to use-count assignment is shown below, along with the note's color, which is rendered with shading using the particle's texture.Īlternatively, there is a graphical version available: 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. Pressing use on the block increases the note pitch up a semitone, with a total of two full octaves (25 semitones) 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 volume of a note block decreases as the player gets further away from it. A note block must have at least one block of air above it to play a sound. Note blocks play a musical note when hit (pressing use) or when powered by redstone. A note block being triggered and playing a note.
