Jump to content

Recommended Posts

Posted (edited)

Heya friends, I've been working on a system that plays sounds in a specific event, but it doesn't play every time the event fires, instead its seemingly random when it will actually play the sound, which is really confusing to me, 

Here's a in-game example, you can correlate the event firing with the text in the chat,

 

So i'm wondering if this is strictly a 1.12.2(Or 1.12.X) limitation? Or if I could of fucked something up? I tired using many variations of playSound (Both on player, and world) and always got the same result, 

If anyone can help that'd be great, its not the biggest deal as everything else works fine, and we can just keep the chat events, but it'd be nice to have the sounds work properly, lol

 

thank you friends :) have a great day

 

Event code:

@Override
    public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) {
        ticksRemaining = itemStack.getMaxDamage() - itemStack.getItemDamage();

        // pre-cal to hopefully fix Issue-13 /shrug
        int halfFilter = totalTime / 2;
        int thirdFilter = totalTime / 3;
        int quarterFilter = totalTime / 4;
        SoundEvent watchWindSound = WATCHWIND;
        SoundEvent watchBeepSingleSound = WATCHBEEPSINGLE;
        SoundEvent filterBeepSound = FILTERBEEP;

        BlockPos headPos = new BlockPos(player.posX, player.posY + 1, player.posZ);

        if (world.getBlockState(headPos).getBlock() instanceof BlockPollutedAir) {
            if (!isInGas) {
                player.world.playSound(null, player.posX, player.posY, player.posZ, watchWindSound, player.getSoundCategory(), 1.0F, 1.0F);
                isInGas = true;
                player.sendMessage(new TextComponentString("<Watch> Beep"));
            }

            if (ticksRemaining != 0) {
                this.setDamage(itemStack, itemStack.getItemDamage() + 1);
            }

            // Filter warnings
            if (ticksRemaining == 0) {
                player.sendMessage(new TextComponentString("<Watch> Beep Beep (Filter empty)"));
                player.world.playSound((EntityPlayer) null, player.posX, player.posY, player.posZ, filterBeepSound, player.getSoundCategory(), 1.0F, 1.0F);
                player.addPotionEffect(new PotionEffect(MobEffects.POISON, 300)); //!@Placeholder:
            } else if (ticksRemaining < quarterFilter && !warnFinal) {
                player.sendMessage(new TextComponentString("<Watch> Beep (1/4 Filter left)"));
                warnFinal = true;
                player.world.playSound((EntityPlayer) null, player.posX, player.posY, player.posZ, watchBeepSingleSound, player.getSoundCategory(), 1.0F, 1.0F);
            } else if (ticksRemaining < thirdFilter && !warnTwo) {
                player.sendMessage(new TextComponentString("<Watch> Beep (1/3 Filter left)"));
                warnTwo = true;
                player.world.playSound((EntityPlayer) null, player.posX, player.posY, player.posZ, watchBeepSingleSound, player.getSoundCategory(), 1.0F, 1.0F);
            } else if (ticksRemaining < halfFilter && !warnOne) {
                player.sendMessage(new TextComponentString("<Watch> Beep (1/2 Filter left)"));

                warnOne = true;
                player.world.playSound((EntityPlayer) null, player.posX, player.posY, player.posZ, watchBeepSingleSound, player.getSoundCategory(), 1.0F, 1.0F);
            }

        } else if (isInGas) {
            player.world.playSound(null, player.posX, player.posY, player.posZ, watchBeepSingleSound, player.getSoundCategory(), 1.0F, 1.0F); 
            player.sendMessage(new TextComponentString("<Watch> Beep (Disabled Timer)"));
            isInGas = false;
        }
    }

Registering the sounds (If that even matters lol):

    private void init(){
        sounds = Lists.newArrayList();
        CAN_OPEN = SoundE("can_open", "can_open");
        PLAYER_COUGH = SoundE("PLAYER_COUGH", "PLAYER_COUGH");
        FIREBOMB_LAND = SoundE("FIREBOMB_LAND", "FIREBOMB_LAND");
        FIREBOMB_LIGHT = SoundE("FIREBOMB_LIGHT", "FIREBOMB_LIGHT");
        EXPLOSION_DISTANT= SoundE("EXPLOSION_DISTANT", "EXPLOSION_DISTANT");
        WATCHWIND= SoundE("WATCH_WIND", "WATCH_WIND");
        WATCHBEEPSINGLE= SoundE("WATCH_BEEP_SINGLE", "WATCH_BEEP_SINGLE");
        FILTERBEEP= SoundE("FILTER_BEEP", "FILTER_BEEP");
    }

    // Init pog :)
    public SoundEvent SoundE (String RessourcePath , String Name){
        SoundEvent NewSound = new SoundEvent(new ResourceLocation(Main.MOD_ID, RessourcePath)).setRegistryName(Name);
        sounds.add(NewSound);
        return NewSound;
    }

 

Edited by Kestrel0

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Yes that’s the full log, I managed to get it working last night, the anvil fix mod is what was causing it to crash
    • Hey guys, i'm currently developping a mod with forge 1.12.2 2860 and i'm using optifine and gradle 4.9. The thing is i'm trying to figure out how to show the player's body in first person. So far everything's going well since i've try to use a shader. The player's body started to blink dark when using a shader. I've try a lot of shader like chocapic, zeus etc etc but still the same issue. So my question is : How should i apply the current shader to the body ? At the same time i'm also drawing a HUD so maybe it could be the problem?   Here is the issue :    And here is the code where i'm trying to display the body :    private static void renderFirstPersonBody(EntityPlayerSP player, float partialTicks) { Minecraft mc = Minecraft.getMinecraft(); GlStateManager.pushMatrix(); GlStateManager.pushAttrib(); try { // Préparation OpenGL GlStateManager.enableDepth(); GlStateManager.depthMask(true); GlStateManager.enableAlpha(); GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Éclairage correct pour shaders GlStateManager.enableLighting(); RenderHelper.enableStandardItemLighting(); GlStateManager.enableRescaleNormal(); // Active la lightmap pour les shaders mc.entityRenderer.enableLightmap(); // Position de rendu interpolée double px = player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks; double py = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks; double pz = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks; GlStateManager.translate( px - mc.getRenderManager().viewerPosX, py - mc.getRenderManager().viewerPosY, pz - mc.getRenderManager().viewerPosZ ); // Rendu du joueur sans la tête Render<?> render = mc.getRenderManager().getEntityRenderObject(player); if (render instanceof RenderPlayer) { RenderPlayer renderPlayer = (RenderPlayer) render; boolean oldHeadHidden = renderPlayer.getMainModel().bipedHead.isHidden; boolean oldHeadwearHidden = renderPlayer.getMainModel().bipedHeadwear.isHidden; renderPlayer.getMainModel().bipedHead.isHidden = true; renderPlayer.getMainModel().bipedHeadwear.isHidden = true; setArmorHeadVisibility(renderPlayer, false); renderPlayer.doRender(player, 0, 0, 0, player.rotationYaw, partialTicks); renderPlayer.getMainModel().bipedHead.isHidden = oldHeadHidden; renderPlayer.getMainModel().bipedHeadwear.isHidden = oldHeadwearHidden; setArmorHeadVisibility(renderPlayer, !oldHeadwearHidden); } // Nettoyage post rendu mc.entityRenderer.disableLightmap(); GlStateManager.disableRescaleNormal(); } catch (Exception e) { // silent fail } finally { GlStateManager.popAttrib(); GlStateManager.popMatrix(); } }   Ty for your help. 
    • Item successfully registered, but there was a problem with the texture of the item, it did not insert and has just the wrong texture.     
    • Keep on using the original Launcher Run Vanilla 1.12.2 once and close the game Download Optifine and run optifine as installer (click on the optifine jar) Start the launcher and make sure the Optifine profile is selected - then test it again  
    • Hi everyone, I’m hoping to revisit an old version of Minecraft — specifically around Beta 1.7.3 — for nostalgia’s sake. I’ve heard you can do this through the official Minecraft Launcher, but I’m unsure how to do it safely without affecting my current installation or save files. Are there any compatibility issues I should watch out for when switching between versions? Would really appreciate any tips or advice from anyone who’s done this before! – Adam
  • Topics

×
×
  • Create New...

Important Information

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