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How to assign blocks sounds


Thecheatgamer1

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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!

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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 :)

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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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