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Posted

So, instead of using a tick event i used the onLivingUpdate event where it just checks if the player is in the dimension and if it is then it starts playing the music. this resulted in no errors although in game its acting kind of weird. Even though I have no code checking for if the player is in a gui the music only seems to play when its in the menu gui (escape button)

Posted

Still haven't solved the sound playing in the escape button menu.. this is literally all the code im using for it:

if(ent.dimension == ARMain.dimensionId)
		{
			if(!ent.worldObj.isRemote)
			{
				ent.worldObj.playSound(ent.posX, ent.posY, ent.posZ, "annoyingrodents:icarusBackground", 1, 1, true);
			}
		}

Posted

Still haven't solved the sound playing in the escape button menu.. this is literally all the code im using for it:

if(ent.dimension == ARMain.dimensionId)
		{
			if(!ent.worldObj.isRemote)
			{
				ent.worldObj.playSound(ent.posX, ent.posY, ent.posZ, "annoyingrodents:icarusBackground", 1, 1, true);
			}
		}

Sounds are client side. When you call playSound on server, it just notifies clients. Also, this method is used to play positioned sound (not music).

Posted

Still haven't solved the sound playing in the escape button menu.. this is literally all the code im using for it:

if(ent.dimension == ARMain.dimensionId)
		{
			if(!ent.worldObj.isRemote)
			{
				ent.worldObj.playSound(ent.posX, ent.posY, ent.posZ, "annoyingrodents:icarusBackground", 1, 1, true);
			}
		}

so what would be your advice of doing it? I mean the only way to play sound/music that I knew of were the sound events and these playsound methods in the world class.

Sounds are client side. When you call playSound on server, it just notifies clients. Also, this method is used to play positioned sound (not music).

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