Jump to content

[1.16.5] How to determine the location of a PlaySoundAtEntityEvent?


Drosophila

Recommended Posts

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.