Jump to content

[Solved] [1.10.2] How to play a custom sound?


FireController1847

Recommended Posts

Sounds need to be converted to the .ogg format, last I checked.

In assets/modid/sounds, add the .ogg files.

In assets/modid, add a sounds.json

In that, you would add something like this, if you have a file called testSound.ogg

{
"testSound": { "category": "block", "sounds": ["modid:testSound"], "subtitle": "modid.subtitle.testSound" }
}

You will have to look up the various categories inside SoundCategory.

Subtitle is the unlocalized string presented to those that have subtitles enable.

 

You then need to create a SoundHandler, that registers the sounds.

Vazkii's Psi has one you can look at: https://github.com/Vazkii/Psi/blob/98d44ba9e7852739e11515d53f6c0f21cef418d1/src/main/java/vazkii/psi/common/core/handler/PsiSoundHandler.java

 

Then in the various world#sound.... methods, you'd just call your SoundHandler#SoundYouWant along with the other variables (x,y,z, category, pitch, volume etc )

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

Link to comment
Share on other sites

So, I've done everything and it's all there and working, but......

 

It only plays the sound when I run the command. (It does take a little for the sound to load, but that's because it's a big audio file)

 

I am using a playersleepevent for example:

package com.fire.testmodclient.Events;

import com.fire.testmodclient.SoundHandler;

import net.minecraft.client.Minecraft;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.SoundCategory;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.biome.Biome;
import net.minecraftforge.event.entity.player.PlayerSleepInBedEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.common.gameevent.TickEvent;

public class PlayerSleep {

@SubscribeEvent
public void onPlayerSleep(PlayerSleepInBedEvent event){
	final Minecraft minecraft = Minecraft.getMinecraft();
	final EntityPlayer player = event.getEntityPlayer();
	final World world = player.worldObj;

	world.playSound(player, player.getPosition(), SoundHandler.testSound, SoundCategory.MUSIC, 1, 1);

	System.out.println("Player Sleeping");

	event.setResult(EntityPlayer.SleepResult.OTHER_PROBLEM);
}

}

 

The command I used that worked:

/playsound testmodclient:testSound music FireControl1847

 

Edit: Also, how do I get the sound to follow the player, and only the player can hear?

 

Edit 2: Also also, is there an event for when a sound ends?

I am on my journey of making a remake of matmos, as explained here.

Link to comment
Share on other sites

1. I'm not sure how to tell the difference between EntityPlayer and EntityPlayerSP. The only way I can get EntityPlayer is event.getEntityPlayer();

 

2. The code below is not working:

 

PlayerSleepInBedEvent

package com.fire.testmodclient.Events;

import com.fire.testmodclient.Reference;
import com.fire.testmodclient.SoundHandler;

import net.minecraft.client.Minecraft;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayer.SleepResult;
import net.minecraft.util.SoundCategory;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.biome.Biome;
import net.minecraftforge.event.entity.player.PlayerSleepInBedEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.common.gameevent.TickEvent;

public class PlayerSleep {

@SubscribeEvent
public void onPlayerSleep(PlayerSleepInBedEvent event){
	final EntityPlayer player = event.getEntityPlayer();
	final World world = player.worldObj;

	// world.playSound(player, player.getPosition(), SoundHandler.testSound, SoundCategory.MUSIC, 0.5F, 1F);
	// player.playSound(SoundHandler.testSound, 1, 1);

	if (event.getResultStatus() == SleepResult.OK) {
		player.playSound(SoundHandler.testSound, 1.0F, 1.0F);
	}

}

}

 

SoundHandler

package com.fire.testmodclient;

import net.minecraft.util.ResourceLocation;
import net.minecraft.util.SoundEvent;

public class SoundHandler {

public static SoundEvent testSound;
public static SoundEvent testSound2;

private static int size = 0;

public static void init() {
	size = SoundEvent.REGISTRY.getKeys().size();

	testSound = register(null, "testSound");
}

public static SoundEvent register(String folder, String name) {
	ResourceLocation location = new ResourceLocation(Reference.MOD_ID + ":" + name);
	SoundEvent event = new SoundEvent(location);

	SoundEvent.REGISTRY.register(size, location, event);
	size++;
	return event;
}

}

 

Sounds Json

{
"testSound": { 
        "category": "music", 
        "sounds": ["testmodclient:testSound"], 
        "subtitle": "testmodclient.subtitle.testSound" ,
        "stream": true
    }
}

I am on my journey of making a remake of matmos, as explained here.

Link to comment
Share on other sites

I mean... I'm pretty sure. All I know is what you guys tell me... That's why I asked how to play custom sounds  ;)

 

This is what I've tried:

 

SoundHandler

package com.fire.testmodclient;

import net.minecraft.util.ResourceLocation;
import net.minecraft.util.SoundEvent;

public class SoundHandler {

public static SoundEvent testSound;
public static SoundEvent testSound2;

private static int size = 0;

public static void init() {
	size = SoundEvent.REGISTRY.getKeys().size();

	testSound = register(null, "testSound");
	testSound2 = register("test", "testSound2");
}

public static SoundEvent register(String folder, String name) {
	ResourceLocation location;
	if (folder != null) {
		location = new ResourceLocation(Reference.MOD_ID + ":" + folder + "\\" + name);
	} else {
		location = new ResourceLocation(Reference.MOD_ID + ":" + name);
	}

	SoundEvent event = new SoundEvent(location);

	SoundEvent.REGISTRY.register(size, location, event);
	size++;
	return event;
}

}

 

Sounds Json

{
"testSound": { 
        "category": "music", 
        "sounds": ["testmodclient:testSound"], 
        "subtitle": "testmodclient.subtitle.testSound" ,
        "stream": true
    },
    "testSound2": { 
        "category": "music", 
        "sounds": ["testmodclient:test\testSound2"], 
        "subtitle": "testmodclient.subtitle.testSound" ,
        "stream": true
    }
}

 

Console Output

[12:58:01] [Client thread/INFO]: [CHAT] Played sound 'testmodclient:testSound' to FireControl1847
[12:58:05] [Client thread/WARN]: Unable to play unknown soundEvent: testmodclient:test\testSound
[12:58:05] [Client thread/INFO]: [CHAT] Played sound 'testmodclient:test\testSound' to FireControl1847
[12:58:09] [Client thread/WARN]: Unable to play unknown soundEvent: testmodclient:test/testSound
[12:58:09] [Client thread/INFO]: [CHAT] Played sound 'testmodclient:test/testSound' to FireControl1847
[12:58:16] [Client thread/WARN]: Unable to play unknown soundEvent: testmodclient:test/testSound2
[12:58:16] [Client thread/INFO]: [CHAT] Played sound 'testmodclient:test/testSound2' to FireControl1847
[12:58:20] [Client thread/INFO]: [CHAT] Played sound 'testmodclient:test\testSound2' to FireControl1847

I am on my journey of making a remake of matmos, as explained here.

Link to comment
Share on other sites

Okay, I'll try that.

 

Back to playing a custom sound: I have no idea how to do it... Please help me >.<

^ Considering my whole mod is based around this, let's let this be our main priority.

 

Edit: That didn't work. It says it played the sound but it's not.

 

[13:05:49] [server thread/INFO]: [FireControl1847: Played sound 'testmodclient:testSound' to FireControl1847]
[13:05:49] [Client thread/INFO]: [CHAT] Played sound 'testmodclient:testSound' to FireControl1847
[13:05:53] [server thread/INFO]: [FireControl1847: Played sound 'testmodclient:test/testSound' to FireControl1847]
[13:05:53] [Client thread/WARN]: Unable to play unknown soundEvent: testmodclient:test/testSound
[13:05:53] [Client thread/INFO]: [CHAT] Played sound 'testmodclient:test/testSound' to FireControl1847
[13:05:59] [server thread/INFO]: [FireControl1847: Played sound 'testmodclient:test/testSound2' to FireControl1847]
[13:05:59] [Client thread/INFO]: [CHAT] Played sound 'testmodclient:test/testSound2' to FireControl1847
[13:06:10] [server thread/INFO]: [FireControl1847: Played sound 'testmodclient:test/testSound2' to FireControl1847]
[13:06:10] [Client thread/INFO]: [CHAT] Played sound 'testmodclient:test/testSound2' to FireControl1847

I am on my journey of making a remake of matmos, as explained here.

Link to comment
Share on other sites

Okay.....

 

How do I get EntityPlayerSP instead of EntityPlayer?

 

Also, Quotes of what this article was/is about:

 

I mean... I'm pretty sure. All I know is what you guys tell me... That's why I asked how to play custom sounds  ;)

 

1. I'm not sure how to tell the difference between EntityPlayer and EntityPlayerSP. The only way I can get EntityPlayer is event.getEntityPlayer();

 

2. The code below is not working:

 

PlayerSleepInBedEvent

package com.fire.testmodclient.Events;

import com.fire.testmodclient.Reference;
import com.fire.testmodclient.SoundHandler;

import net.minecraft.client.Minecraft;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayer.SleepResult;
import net.minecraft.util.SoundCategory;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.biome.Biome;
import net.minecraftforge.event.entity.player.PlayerSleepInBedEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.common.gameevent.TickEvent;

public class PlayerSleep {

@SubscribeEvent
public void onPlayerSleep(PlayerSleepInBedEvent event){
	final EntityPlayer player = event.getEntityPlayer();
	final World world = player.worldObj;

	// world.playSound(player, player.getPosition(), SoundHandler.testSound, SoundCategory.MUSIC, 0.5F, 1F);
	// player.playSound(SoundHandler.testSound, 1, 1);

	if (event.getResultStatus() == SleepResult.OK) {
		player.playSound(SoundHandler.testSound, 1.0F, 1.0F);
	}

}

}

 

SoundHandler

package com.fire.testmodclient;

import net.minecraft.util.ResourceLocation;
import net.minecraft.util.SoundEvent;

public class SoundHandler {

public static SoundEvent testSound;
public static SoundEvent testSound2;

private static int size = 0;

public static void init() {
	size = SoundEvent.REGISTRY.getKeys().size();

	testSound = register(null, "testSound");
}

public static SoundEvent register(String folder, String name) {
	ResourceLocation location = new ResourceLocation(Reference.MOD_ID + ":" + name);
	SoundEvent event = new SoundEvent(location);

	SoundEvent.REGISTRY.register(size, location, event);
	size++;
	return event;
}

}

 

Sounds Json

{
"testSound": { 
        "category": "music", 
        "sounds": ["testmodclient:testSound"], 
        "subtitle": "testmodclient.subtitle.testSound" ,
        "stream": true
    }
}

 

So, I've done everything and it's all there and working, but......

 

It only plays the sound when I run the command. (It does take a little for the sound to load, but that's because it's a big audio file)

 

I am using a playersleepevent for example:

package com.fire.testmodclient.Events;

import com.fire.testmodclient.SoundHandler;

import net.minecraft.client.Minecraft;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.SoundCategory;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.biome.Biome;
import net.minecraftforge.event.entity.player.PlayerSleepInBedEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.common.gameevent.TickEvent;

public class PlayerSleep {

@SubscribeEvent
public void onPlayerSleep(PlayerSleepInBedEvent event){
	final Minecraft minecraft = Minecraft.getMinecraft();
	final EntityPlayer player = event.getEntityPlayer();
	final World world = player.worldObj;

	world.playSound(player, player.getPosition(), SoundHandler.testSound, SoundCategory.MUSIC, 1, 1);

	System.out.println("Player Sleeping");

	event.setResult(EntityPlayer.SleepResult.OTHER_PROBLEM);
}

}

 

The command I used that worked:

/playsound testmodclient:testSound music FireControl1847

 

Edit: Also, how do I get the sound to follow the player, and only the player can hear?

 

Edit 2: Also also, is there an event for when a sound ends?

I am on my journey of making a remake of matmos, as explained here.

Link to comment
Share on other sites

Okay.....

How do I get EntityPlayerSP instead of EntityPlayer?

If you know java you should know about casting.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.


×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.