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Posted

Hi all, I am creating a mod that adds an item that, when the player right-clicks on it, launches a music that follows the player and I confess that I am completely lost even if I tried to model myself on the operation of minecarts but I don't understand anything... Could someone help me?

Thank you in advance and I hope I won't be a nuisance to everyone

Posted

You use an AbstractTickableSoundInstance that keeps track of the entity on the client. Then, you just adjust the volume of the sound in the #tick method depending on some activation function you specified. Stop the sound once the entity is removed from the game.

Posted

Yes.

 

As I said in your other (duplicate) question on this topic.

Quote

Using a custom SoundInstance usually means taking greater control over how your sound plays than using SoundEvents.

e.g. using Minecraft.getInstance().getSoundManager().play(...)

a concrete example would be the ElytraOnPlayerSoundInstance usage in the LocalPlayer class.

which if you look at that example is handled by monitoring changes to the data sent from the server.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted
39 minutes ago, warjort said:

Yes.

 

As I said in your other (duplicate) question on this topic.

which if you look at that example is handled by monitoring changes to the data sent from the server.

Sorry I was stupid and forgot the other post. But anyway, I'll do my research and test and get back to you if I come up with anything....

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