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My Mod path


daafganggdg

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Hey guys,

Once my mod is installed it will need to now the path of my records, (currently assets/mymod/sounds/records) I'v used

System.getProperty("user.dir")

to get the path of minecraft, wich is the eclipse folder and in the real minecraft probably roaming/.minecraft, sooo what I actually need to know is where will all my assets and stuff be when I wanna run my mod in the original minecraft?

I think you can costumize where MC is installing everything so my mod just needs to find out where it is?! :D

(My english sucks, hope you know what i mean ^^)

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okokok now thats a pretty long story :D

So I'm working on a mod where you have a new block that allows you to import music from your Computer into MC and creates a new Item record with it, so I just copie the music from the entered location into, right now, my eclipse workspace. Most things are working fine, but only in the eclipse workspace. SO, once we are here anyway I'v got another little problem, cuz what I'm doing kind of requires me to register the new Records to minecraft while the game is running, its working but the texture (and the sound probably too) is missing, when I close mc and open it again it registers the new records from the last session again in the beginning and then everything works fine, I guess thats because mc is loading all ressources in the beginning. Is there a way to tell mc to refresh the resources?

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Can't you just play sound from file rather than copying it, you might if you did what diesieben07.

Also you can let the player register the records using configs, and make changes inside the game only take effect after restart. Although this might not be necessary and a workaround might be there.

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You can't register Items anywhere besides the preinit phase.

What to do: Don't extend ItemRecord. Handle the record playing yourself entirely. You can stuff any Items in the Jukebox, and the playing is handled in ItemRecord anyways. You'll just have to handle the player right clicking the Jukebox to stop the sound, via PlayerInteractEvent.

 

Should I use a minecraft method like world.playAuxSFXAtEntity, cuz then I would be stuck on the same problem again  :-\

 

Can't you just play sound from file rather than copying it, you might if you did what diesieben07.

Also you can let the player register the records using configs, and make changes inside the game only take effect after restart. Although this might not be necessary and a workaround might be there.

I dont wanna use a config file cause I want to keep it completly in minecraft and I have made the Gui tileentity stuff for the Disk Burner block already anyway :P

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No, of course not. That was my point.

But then I would have to make a sound player and do all things like make it louder when u get closer to the jukebox and I think thats gonna be pretty complicated for a foolish noob like me :D

So wouldnt it be easier to just copy the sounds into my mods jar file?

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Look into vanilla code for some help too.

I'm not too sure how the vanilla code works.

It all ends in   

void playAuxSFX(EntityPlayer var1, int var2, int var3, int var4, int var5, int var6);

in IWorldAcces. (guess u call that a field?)

And I don't know what IResource should do either.

I'v also found ISound and ITickableSound, they look kind of helpfull..

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You probably have to implement IResourcePack yourself to handle a special kind of ResourceLocation (a special domain, the text before the colon). Then you need to find a way to uniquely map those ResourceLocations to the songs the player selected. Then in your implementation of IResourcePack you return a new SimpleResource for the appropriate ResourceLocations, containing a FileINputStream pointing to the resource.

To you as a minecraft-java-forge expert this might seem to be obvious to you, well, let me tell you, to me it's not.

I don't really understand anything  :-[

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ofc not, just I don't know how I'm going to do this.

I think I'll need sth to handle if the sound is played or not, (guess I'm able to do this)

then sth. to check how loud the sound should be played depending on how far ur away from the jukebox (I don't know how to do this, thought player.getDistanceSq could be usefull, but anyway it should be exactly like the vanilla records) and sth. that actually plays the sound

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kind of like that?:

public class MusicResources extends ResourceLocation implements IResourcePack{

public musicresources(String par1Str) {
	super(par1Str);
}

@Override
public InputStream getInputStream(ResourceLocation var1) throws IOException {
	return null;
}

@Override
public boolean resourceExists(ResourceLocation var1) {
	return false;
}

@Override
public Set getResourceDomains() {
	return null;
}

@Override
public IMetadataSection getPackMetadata(IMetadataSerializer var1,
		String var2) throws IOException {
	return null;
}

@Override
public BufferedImage getPackImage() throws IOException {
	return null;
}

@Override
public String getPackName() {
	return null;
}


}

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