Posted March 8, 201411 yr ok i've got the basic blocks set up and copied over the noteblock code into one of the classfiles i want to know a)How to set up custom sounds b) How to change what sound the block produces to my new sound? package a.sounds; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.tileentity.TileEntity; import net.minecraft.tileentity.TileEntityNote; import net.minecraft.world.World; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class CloisterBell extends Block{ public CloisterBell(int par1, Material par2Material) { super(par1, par2Material); this.setCreativeTab(CreativeTabs.tabBlock); this.setHardness(10.0F); this.setResistance(100.0F); } @SideOnly(Side.CLIENT) public void registerIcons(IconRegister par1IconRegister){ this.blockIcon = par1IconRegister.registerIcon("oomod:CloisterBell"); } public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5) { boolean flag = par1World.isBlockIndirectlyGettingPowered(par2, par3, par4); TileEntityNote tileentitynote = (TileEntityNote)par1World.getBlockTileEntity(par2, par3, par4); if (tileentitynote != null && tileentitynote.previousRedstoneState != flag) { if (flag) { tileentitynote.triggerNote(par1World, par2, par3, par4); } tileentitynote.previousRedstoneState = flag; } } /** * Called upon block activation (right click on the block.) */ public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9) { if (par1World.isRemote) { return true; } else { TileEntityNote tileentitynote = (TileEntityNote)par1World.getBlockTileEntity(par2, par3, par4); if (tileentitynote != null) { tileentitynote.changePitch(); tileentitynote.triggerNote(par1World, par2, par3, par4); } return true; } } /** * Called when the block is clicked by a player. Args: x, y, z, entityPlayer */ public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer) { if (!par1World.isRemote) { TileEntityNote tileentitynote = (TileEntityNote)par1World.getBlockTileEntity(par2, par3, par4); if (tileentitynote != null) { tileentitynote.triggerNote(par1World, par2, par3, par4); } } } /** * Returns a new instance of a block's tile entity class. Called on placing the block. */ public TileEntity createNewTileEntity(World par1World) { return new TileEntityNote(); } /** * Called when the block receives a BlockEvent - see World.addBlockEvent. By default, passes it on to the tile * entity at this location. Args: world, x, y, z, blockID, EventID, event parameter */ public boolean onBlockEventReceived(World par1World, int par2, int par3, int par4, int par5, int par6) { float f = (float)Math.pow(2.0D, (double)(par6 - 12) / 12.0D); String s = "harp"; if (par5 == 1) { s = "bd"; } if (par5 == 2) { s = "snare"; } if (par5 == 3) { s = "hat"; } if (par5 == 4) { s = "bassattack"; } par1World.playSoundEffect((double)par2 + 0.5D, (double)par3 + 0.5D, (double)par4 + 0.5D, "note." + s, 3.0F, f); return true; } }
March 8, 201411 yr Author also the sounds are a different length per sound block if that' s needed, and i want some sounds to be heard only by close players but other need to be everywhere
March 10, 201411 yr You will need to get the sounds from somewhere. Know how to create ogg-vorbis files? Sounds are assets like anything else. You create the asset, save it in your folder, activate it in the code. -S- (if I helped, please click Thank and applaud) http://6upnqa.dm2301.livefilestore.com/y2mtf-vG7Tqq1TiiVpIm53KWj7294NDPoHfSHHb4PzZiMAUfRCfK0UY0MwOu7Q3zTBNVTKqWjr2-xgBfFRpQT5p-QivtvknPpoABMNUw9br9WuZcBFkjePhnAbW500gVm-P/sequiturian.png[/img]
March 10, 201411 yr I believe that you don't need to mess around with .ogg files because forge adds support for other audio file formats. Don't be afraid to ask question when modding, there are no stupid question! Unless you don't know java then all your questions are stupid!
March 10, 201411 yr Author ok i'm aware of ogg. s and how sounds function now thanks, but what part of this code is actually needed and what can i remove package a.sounds; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.tileentity.TileEntity; import net.minecraft.tileentity.TileEntityNote; import net.minecraft.world.World; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class CloisterBell extends Block{ public CloisterBell(int par1, Material par2Material) { super(par1, par2Material); this.setCreativeTab(CreativeTabs.tabBlock); this.setHardness(10.0F); this.setResistance(100.0F); } @SideOnly(Side.CLIENT) public void registerIcons(IconRegister par1IconRegister){ this.blockIcon = par1IconRegister.registerIcon("oomod:CloisterBell"); } public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5) { boolean flag = par1World.isBlockIndirectlyGettingPowered(par2, par3, par4); TileEntityNote tileentitynote = (TileEntityNote)par1World.getBlockTileEntity(par2, par3, par4); if (tileentitynote != null && tileentitynote.previousRedstoneState != flag) { if (flag) { tileentitynote.triggerNote(par1World, par2, par3, par4); } tileentitynote.previousRedstoneState = flag; } } /** * Called upon block activation (right click on the block.) */ public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9) { if (par1World.isRemote) { return true; } else { TileEntityNote tileentitynote = (TileEntityNote)par1World.getBlockTileEntity(par2, par3, par4); if (tileentitynote != null) { tileentitynote.changePitch(); tileentitynote.triggerNote(par1World, par2, par3, par4); } return true; } } /** * Called when the block is clicked by a player. Args: x, y, z, entityPlayer */ public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer) { if (!par1World.isRemote) { TileEntityNote tileentitynote = (TileEntityNote)par1World.getBlockTileEntity(par2, par3, par4); if (tileentitynote != null) { tileentitynote.triggerNote(par1World, par2, par3, par4); } } } /** * Returns a new instance of a block's tile entity class. Called on placing the block. */ public TileEntity createNewTileEntity(World par1World) { return new TileEntityNote(); } /** * Called when the block receives a BlockEvent - see World.addBlockEvent. By default, passes it on to the tile * entity at this location. Args: world, x, y, z, blockID, EventID, event parameter */ public boolean onBlockEventReceived(World par1World, int par2, int par3, int par4, int par5, int par6) { float f = (float)Math.pow(2.0D, (double)(par6 - 12) / 12.0D); String s = "harp"; if (par5 == 1) { s = "bd"; } if (par5 == 2) { s = "snare"; } if (par5 == 3) { s = "hat"; } if (par5 == 4) { s = "bassattack"; } par1World.playSoundEffect((double)par2 + 0.5D, (double)par3 + 0.5D, (double)par4 + 0.5D, "note." + s, 3.0F, f); return true; } }
March 10, 201411 yr Author also how do i make it so that some sounds will repeat without a gap inbetween as long as redstone is there
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