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Posted (edited)

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
Posted

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

EasterEgg.java:

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;
	}

	@Override
	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;
	}

}

 

Posted

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.

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