Jump to content

How would I play a sound that isn't fixed to a BlockPos?


Recommended Posts

Every method that plays a sound (EntityPlayer.playSound(), EntityPlayerSP.playSound() and SoundHandler.playSound()) all play sounds at a fixed BlockPos, is there any way to make this sound play directly to the player with the sound following the player just like how music works? This has to be done on the client side FYI.

Edited by PlanetTeamSpeak
Link to comment
Share on other sites

I have now made a class according to MovingSoundMinecart, but once played it doesn't do anything.


package com.ptsmods.morecommands.miscellaneous;

import net.minecraft.client.Minecraft;
import net.minecraft.client.audio.MovingSound;
import net.minecraft.util.SoundCategory;
import net.minecraft.util.SoundEvent;

public class EasterEgg extends MovingSound {

	protected EasterEgg(SoundEvent sound, SoundCategory category) {
		super(sound, category);
		volume = 1F;
		pitch = 0F;
		repeat = true;
		repeatDelay = 190;

	public void update() {
		xPosF = Minecraft.getMinecraft().player.getPosition().getX() + 0.5F;
		yPosF = Minecraft.getMinecraft().player.getPosition().getX() + 0.5F;
		zPosF = Minecraft.getMinecraft().player.getPosition().getY() + 0.5F;
		donePlaying = !Reference.easterEggLoopEnabled;



Link to comment
Share on other sites

If you use your IDE to explore the vanilla class hierarchy, then you'll see opportunities for  more elegant solutions. Keep an eye out for a sound class with "continuous" in its name.


Finally, be sure to honor the client-server architecture. The server makes decisions, and the client renders. I'm not sure what kind of mod you're making, but it shouldn't be one where a client "goes rogue" and renders data not authorized (decided) by the server. That's the path to the dark side (e.g. "X-ray" mods and their ilk). I can imagine an auditory diamond-finding mod... Don't go there.

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...

Important Information

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