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Posted

Well i have been trying to find out how to assign my blocks and items sounds and music when placed or used (something like the IC2 machines)

I have searched through out the codes of minecraftforge sound things and i cant seem to understand how i do it, i have set up my sound loader!

 

SoundHandler.class

 

 

package com.iic.SenSenTechnologies.client.audio;

 

import com.iic.SenSenTechnologies.lib.Sounds;

 

import net.minecraft.launchwrapper.LogWrapper;

import net.minecraftforge.client.event.sound.SoundLoadEvent;

import net.minecraftforge.event.ForgeSubscribe;

 

public class SoundHandler {

 

    @ForgeSubscribe

    public void onSoundLoad(SoundLoadEvent event) {

 

        // For each custom sound file we have defined in Sounds

        for (String soundFile : Sounds.soundFiles) {

            // Try to add the custom sound file to the pool of sounds

            try {

                event.manager.addSound(soundFile);

            }

            // If we cannot add the custom sound file to the pool, log the exception

            catch (Exception e) {

                LogWrapper.warning("Failed loading sound file: " + soundFile);

            }

        }

    }

}

 

 

Sounds.class

 

 

package com.iic.SenSenTechnologies.lib;

 

public class Sounds {

 

    private static final String SOUND_RESOURCE_LOCATION = Reference.MOD_ID.toLowerCase() + ":";

    private static final String SOUND_PREFIX = Reference.MOD_ID.toLowerCase() + ":";

 

    public static String[] soundFiles = { SOUND_RESOURCE_LOCATION + "cubecore.ogg" };

   

    public static final String CUBECORE = SOUND_PREFIX + "cubecore";

}

 

 

I cant seem to figure out how to connect the loading sound with any block or item or even entity for that matter!

 

I have got my sounds in correct conditions and i just need the code so my mod knows what sound plays were and when really

 

Please help!

Posted

hey why not instead use this code just replace medieval with modid and fireshot1, 2, 3 with your sounds

package medieval.medievalsounds;

import net.minecraftforge.client.event.sound.SoundLoadEvent;
import net.minecraftforge.event.ForgeSubscribe;

public class Fireshot_Sound 

{

	@ForgeSubscribe
    public void onSound(SoundLoadEvent event)
    {
        try 
        {
        	event.manager.addSound("medieval:fireshot1.wav");
        	event.manager.addSound("medieval:fireshot2.wav");
        	event.manager.addSound("medieval:fireshot3.wav");
        }
        
        catch (Exception e)
        {
            System.err.println("Fire sounds error");
        }

    }
}

 

and after register the sound in your clientproxy like this where Fireshot_Sound is your class sound name

MinecraftForge.EVENT_BUS.register(new Fireshot_Sound());

 

for example if im using my code and in my block the step sound would be just "fireshot" and will automatically choose one of the 3 sounds fireshot1,2,3 so when you have a sound add a number on the file

I like helping people because i was also in a same problem and i do not like unfinished work, so a thank you will be enough for the people im helping and a thank you to the people that helped me :)

Posted

this.setStepSound(fireshot);

I like helping people because i was also in a same problem and i do not like unfinished work, so a thank you will be enough for the people im helping and a thank you to the people that helped me :)

Posted

o wait my bad its supossed to be different this is only for registered in the block class sorry :/ check out block.class

I like helping people because i was also in a same problem and i do not like unfinished work, so a thank you will be enough for the people im helping and a thank you to the people that helped me :)

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