Posted February 13, 20232 yr Hello I have a question. I want to create a simple block mechanic: make a sound when powered by redstone. I assigned the property "powered" to the block. I also created a system that manipulates its value accordingly. I managed to make that when a signal is detected, the sound is played. But how do I make it play in a loop until the signal is interrupted? Please note that when you rejoin the world, the activity is supposed to resume. My existing code: @Override public void neighborChanged(BlockState blockState, Level level, BlockPos blockPos, Block block, BlockPos p_60513_, boolean p_60514_) { if (!level.isClientSide()) { if (blockState.getValue(POWERED) != level.hasNeighborSignal(blockPos)) { BlockState cycledBlockState = blockState.cycle(POWERED); level.setBlock(blockPos, cycledBlockState, 2); if (cycledBlockState.getValue(POWERED)) level.playSound(null, blockPos, MyMod.SOUND.get(), SoundSource.BLOCKS, 2, 1); //This plays a single sound } } }
February 14, 20232 yr 23 hours ago, Adixe said: But how do I make it play in a loop until the signal is interrupted? You would probably need to make an entire ticking sound instance handler that you can set at some position to play the sound while on and stop when off.
February 14, 20232 yr Author 1 hour ago, ChampionAsh5357 said: You would probably need to make an entire ticking sound instance handler that you can set at some position to play the sound while on and stop when off. Thanks for answer! Is it possible to call some function for each block instance on world join? Then I could check the state of the block and possibly schedule a task to play the sound.
February 15, 20232 yr make the sound 20 ticks long and made the block tick every 20 until power goes off // ########## ########## ########## ########## public boolean turn_on(Postate postate, Entity entity) { if (!postate.get_POWERED()) { Level warudo = postate.level(); BlockPos pos = postate.get_blockpos(); postate.set_POWERED(true); postate.update_WATERLOGGED(); postate.setBlock(2); this.updateNeighbours(postate.getBlockState(), warudo, pos); warudo.gameEvent(entity, true ? GameEvent.BLOCK_ACTIVATE : GameEvent.BLOCK_DEACTIVATE, pos); update_neighbours(warudo, pos, true); //cause the block to tick in 20 postate.level().scheduleTick(pos, this, 20); } return false; } // ########## ########## ########## ########## public void tick(BlockState blkstate, ServerLevel serverlevel, BlockPos pos, RandomSource random) { update_neighbours((Level) serverlevel, pos, false); serverlevel.gameEvent((Entity) null, GameEvent.BLOCK_DEACTIVATE, pos); serverlevel.playSound((Player) null, pos.getX(), pos.getY(), pos.getZ(), SoundEvents.CROSSBOW_LOADING_END, SoundSource.PLAYERS, 1.0F, 1.0F); if (blkstate.getValue(POWERED)) { serverlevel.setBlock(pos, blkstate.setValue(POWERED, Boolean.valueOf(false)), 3); // this.updateNeighbours(blkstate, serverlevel, pos); // this.playSound((Player)null, serverlevel, pos, false); } }
February 15, 20232 yr 21 hours ago, Adixe said: Is it possible to call some function for each block instance on world join? Sure, it depends on how you design the system. You would most likely need to send a packet so the sound is properly synced or don't care about the currently running sound and start it when the player joins.
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