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Posted

Yeah what sound? ModSound or MCSound?

 

For playSound you need the prosition for the block, the sound file as String, the volume and pitch (pitch is always at 1.0F)

And if you want to play a MCSound than look in the classes which play it too.//for the string

And mod sound is a little differend

Posted

You can see a working example in my mod.

worldObj.playSoundEffect((double) xCoord + 0.5D, (double) yCoord + 0.5D, (double) zCoord + 0.5D, TwoTility.proxy.SOUND_FLUIDSUCKIN, 0.6F, worldObj.rand.nextFloat() * 0.1F + 0.9F);

 

Where the parameters are: x, y, z, soundName, volume, pitch

 

The point is that you first need to register the sound (as done in my ProxyBase (should actually be done in ProxyClient)):

@ForgeSubscribe
public void onSoundSetup(final SoundLoadEvent event) {
  event.manager.addSound(SOUND_FLUIDSUCKIN + ".ogg");
}

 

Where SOUND_FLUIDSUCKIN is: TwoTility.MOD_ID + ":" + "fluidsuckin"

And the sound-file is stored in: assets\twotility\sound

My Mods

 

New Dawn - A completely new terrain engine for Minecraft

TwoTility - Blocks and Items for a better Minecraft

TwoGraves - Keeps your items safe on death

Posted

Be sure you only register your SoundHandler class on the client side, or you will crash when you try to run your mod on a server environment (because the event's SoundManager is a client side only class). Easiest way to ensure that is to put the registration in your ClientProxy.

 

P.S. volume AND pitch can both have pretty much any value; vanilla often uses random values for the pitch especially so that the sound doesn't always sound the same:

// from ItemBow; note the final parameter for pitch is different every time the bow fires,
// but volume, in this particular case, is set at 1.0F
par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);

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