I've been working on adding hearing target selection logic to zombies. I see that ServerWorld#playSound fires a forge PlaySoundAtEntityEvent, but this event doesn't necessarily contain a location.
The PlayerEntity passed into ServerWorld#playSound as the first parameter can be (and, in fact, usually is) null because some sounds are not created by a player. The only data encapsulated by PlaySoundAtEntityEvent are the (nullable) PlayerEntity that is the sound source, the MC SoundEvent, the SoundCategory, and two floats corresponding to volume and pitch. This means that when a sound event is not player-generated, it is not possible to determine the sound location.
Is there a workaround for this? I'm currently using a mixin to inject code into ServerWorld#playSound but modifying bytecode just to intercept sound events feels kinda hacky.