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Posted

Say for whatever reason I want to play a cat sound effect just to the client, how would I do that? I've seen

PositionedSoundRecord var13 = new PositionedSoundRecord(new ResourceLocation("name"), 1, 1, x, y, z);

in other projects, but I don't know what the name is for a cat sound and I'd also like it to not be based off of position.

Posted

I've been working in sound recently, so I think I get what you're asking. Simply playing a sound server-side will send a message to every WorldAccess (player). If I understand you, you want to alert only a specific player. To do this, you need to trace the call into World.playSound, see how it iterates the world accesses, and then do that work yourself so you can choose the WorldAccess that you care about.

 

OTOH, if you are also writing your players' client-side code, then you can talk straight to each individual (and decide at the client what sounds are played). There are some additional sound methods available through WorldClient that don't exist on the server. Search for "sound" in vanilla class WorldClient.

 

It's difficult to wrap one's brain around this server-client system and its one-to-many relationship (I'm still struggling), but if you take time to tease it apart, you'll find the right control lever(s) for what you want to do.

 

PS: All sounds are played "just on the client", even if the call is from the server (it causes messages to be sent to all clients currently accessing). If what you were really asking was how to make a sound exist in the world so that all players would hear it, then have your server (!isRemote) call w.playSoundEffect.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Posted

No I think the OP wants this to be client-side only.

 

world.playSoundEffect is the way to go, and yes, if called on the client, it is client-side only ;)

catch(Exception e)

{

 

}

Yay, Pokémon exception handling, gotta catch 'em all (and then do nothing with 'em).

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