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Showing results for tags 'sounds'.
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Hi! This is my first time creating a mod in Minecraft. It will be for personal use, and the goal is to play creepy/scary music at night. I want it to play without overlapping with Minecraft music (C418, etc.). I have almost finished it, but I don't know how to detect if Minecraft music is playing. I tried accessing a "currentMusic" variable in the MusicManager class via reflection, but it doesn't work. Class<?> musicManagerClass = musicManager.getClass(); java.lang.reflect.Field currentMusicField = musicManagerClass.getDeclaredField("currentMusic"); currentMusicField.setAccessible(true); currentMusic = (SoundInstance) currentMusicField.get(musicManager); Does anyone know how to do it?
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I'm working with a fork of TAC GUN (1.18.2) and after some try, I now can bring back the Flashbang which has been removed. But I every confused why it doesn't play the flashbang explosion sound and ring sound. I'll put the link of my fork here. Plz help me. Thanks. ItsukaHiro/Timeless_and_Classics: A forked version of TAC, address some kinds of bug (github.com) Note: I'm very new with modding. I only work with some simple Paper/Spigot plugins before.
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Heya friends, I've been working on a system that plays sounds in a specific event, but it doesn't play every time the event fires, instead its seemingly random when it will actually play the sound, which is really confusing to me, Here's a in-game example, you can correlate the event firing with the text in the chat, So i'm wondering if this is strictly a 1.12.2(Or 1.12.X) limitation? Or if I could of fucked something up? I tired using many variations of playSound (Both on player, and world) and always got the same result, If anyone can help that'd be great, its not the biggest deal as everything else works fine, and we can just keep the chat events, but it'd be nice to have the sounds work properly, lol thank you friends have a great day Event code: @Override public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) { ticksRemaining = itemStack.getMaxDamage() - itemStack.getItemDamage(); // pre-cal to hopefully fix Issue-13 /shrug int halfFilter = totalTime / 2; int thirdFilter = totalTime / 3; int quarterFilter = totalTime / 4; SoundEvent watchWindSound = WATCHWIND; SoundEvent watchBeepSingleSound = WATCHBEEPSINGLE; SoundEvent filterBeepSound = FILTERBEEP; BlockPos headPos = new BlockPos(player.posX, player.posY + 1, player.posZ); if (world.getBlockState(headPos).getBlock() instanceof BlockPollutedAir) { if (!isInGas) { player.world.playSound(null, player.posX, player.posY, player.posZ, watchWindSound, player.getSoundCategory(), 1.0F, 1.0F); isInGas = true; player.sendMessage(new TextComponentString("<Watch> Beep")); } if (ticksRemaining != 0) { this.setDamage(itemStack, itemStack.getItemDamage() + 1); } // Filter warnings if (ticksRemaining == 0) { player.sendMessage(new TextComponentString("<Watch> Beep Beep (Filter empty)")); player.world.playSound((EntityPlayer) null, player.posX, player.posY, player.posZ, filterBeepSound, player.getSoundCategory(), 1.0F, 1.0F); player.addPotionEffect(new PotionEffect(MobEffects.POISON, 300)); //!@Placeholder: } else if (ticksRemaining < quarterFilter && !warnFinal) { player.sendMessage(new TextComponentString("<Watch> Beep (1/4 Filter left)")); warnFinal = true; player.world.playSound((EntityPlayer) null, player.posX, player.posY, player.posZ, watchBeepSingleSound, player.getSoundCategory(), 1.0F, 1.0F); } else if (ticksRemaining < thirdFilter && !warnTwo) { player.sendMessage(new TextComponentString("<Watch> Beep (1/3 Filter left)")); warnTwo = true; player.world.playSound((EntityPlayer) null, player.posX, player.posY, player.posZ, watchBeepSingleSound, player.getSoundCategory(), 1.0F, 1.0F); } else if (ticksRemaining < halfFilter && !warnOne) { player.sendMessage(new TextComponentString("<Watch> Beep (1/2 Filter left)")); warnOne = true; player.world.playSound((EntityPlayer) null, player.posX, player.posY, player.posZ, watchBeepSingleSound, player.getSoundCategory(), 1.0F, 1.0F); } } else if (isInGas) { player.world.playSound(null, player.posX, player.posY, player.posZ, watchBeepSingleSound, player.getSoundCategory(), 1.0F, 1.0F); player.sendMessage(new TextComponentString("<Watch> Beep (Disabled Timer)")); isInGas = false; } } Registering the sounds (If that even matters lol): private void init(){ sounds = Lists.newArrayList(); CAN_OPEN = SoundE("can_open", "can_open"); PLAYER_COUGH = SoundE("PLAYER_COUGH", "PLAYER_COUGH"); FIREBOMB_LAND = SoundE("FIREBOMB_LAND", "FIREBOMB_LAND"); FIREBOMB_LIGHT = SoundE("FIREBOMB_LIGHT", "FIREBOMB_LIGHT"); EXPLOSION_DISTANT= SoundE("EXPLOSION_DISTANT", "EXPLOSION_DISTANT"); WATCHWIND= SoundE("WATCH_WIND", "WATCH_WIND"); WATCHBEEPSINGLE= SoundE("WATCH_BEEP_SINGLE", "WATCH_BEEP_SINGLE"); FILTERBEEP= SoundE("FILTER_BEEP", "FILTER_BEEP"); } // Init pog :) public SoundEvent SoundE (String RessourcePath , String Name){ SoundEvent NewSound = new SoundEvent(new ResourceLocation(Main.MOD_ID, RessourcePath)).setRegistryName(Name); sounds.add(NewSound); return NewSound; }
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Topic for making tags
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- 1.10.2
- 1.11.2
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