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[1.12.2] Slowdown a while loop?


Seynox

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Hi!

I want to slowdown the while loop because it's spamming the playSound and causing the game to crash

i saw that Thread.sleep() is freezing the whole game, so i guess i should count ticks but i have no idea how to do it.

Here's my code (The LOW_HEALTH_SOUND is 4.2s long)

@SubscribeEvent
	public void LivingDamageEvent(LivingDamageEvent event) {
		
		Entity entity = event.getEntity();
		World worldIn = event.getEntity().world;
		
		if(entity instanceof EntityPlayer) {
			float low_health = (((EntityPlayer) entity).getMaxHealth()) /3;
			
			while(((EntityPlayer) entity).getHealth() <= low_health) {
					worldIn.playSound(null, ((EntityPlayer) entity).getPosition(), SSMSoundHandler.LOW_HEALTH_SOUND, SoundCategory.AMBIENT, 1, 1);
              //wait 4200ms here
				}
			}
		}
	}

Can you guys help me?

Edited by Seynox
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Thanks!

The last thing i need is to create a ISound (The sound i was using was a SoundEvent, which mean its not working with Minecraft.getMinecraft().getSoundHandler().playSound and .isSoundPlaying)

I cant find any use of ISounds in Minecraft files, and anything on internet, could you help me?

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I just want to add that you shouldn't need a loop for this. Trying to slow down the loop would mean freezing the thread and that won't do what you want. You have to think in events. The client tick event will fire every tick (20 times per second on a server that's running properly) and ticks are like game logic steps, it's more the kind of loop you're thinking of. Checking the player's health once in that event will check it every tick. If you want to do something, say, every X ticks, try keeping a counter in your class and incrementing it during the tick event. Never do it in an actual loop since if my understanding of Forge events is correct then you'll just freeze the game by prolonging that tick forever.

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30 minutes ago, Seynox said:

Could you give me an exemple of what i should put, and where to create a ISound?

As diesieben07 has stated, look at WorldClient#playSound for an example.

 

In addition, there is no reason for naming your World variable “worldIn” instead of just “world”; the suffix “In” should not be used in such a way and can cause confusion.

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Okay so, based on the MinecartMovingSound.class, i created a LowHealthSound.class and i removed everything that use the player velocity to get the volume etc, so everything works except the isSoundPlaying that stay on True, even when the sound is playing

 

EDIT : When its on True, nothing happen, which mean it might be a problem to recognize the sound

The EventHandler code :

Spoiler

int ticks;
	@SubscribeEvent
	public void onPlayerTick(ClientTickEvent event) {
		
		EntityPlayer player = Minecraft.getMinecraft().player;
		World world = Minecraft.getMinecraft().world;
		
		if(player == null) {
		} else {
			float low_health = (player.getMaxHealth()) /3;
			
			if(ticks == 40) {
				ticks = 0;
				ISound Lowhealth = new Lowhealth_Sound(player);
				
				if(player.getHealth() <= low_health && Minecraft.getMinecraft().getSoundHandler().isSoundPlaying(Lowhealth) == false) {
					
					Minecraft.getMinecraft().getSoundHandler().playSound(Lowhealth);
				}
				}
			else {ticks++;}
		}
		
	}

 

The Lowhealth_Sound code :

Spoiler

@SideOnly(Side.CLIENT)
public class Lowhealth_Sound extends MovingSound
{
    private final EntityPlayer player;
    private float distance = 0.0F;

    public Lowhealth_Sound(EntityPlayer player)
    {
        super(SSMSoundHandler.LOWHEALTH_SOUND, SoundCategory.NEUTRAL);
        this.player = player;
        this.repeat = false;
        this.repeatDelay = 0;
    }

    public void update()
    {
        if (this.player.isDead)
        {
            this.donePlaying = true;
        }
        else
        {
        	this.xPosF = (float)this.player.posX;
            this.yPosF = (float)this.player.posY;
            this.zPosF = (float)this.player.posZ;
        	
            this.distance = 0.00F;
            this.volume = 0.35F;
        }

    }
}

 

 

Edited by Seynox
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I now have that but the problem still the same, its not detecting the sound getting played (even if i hear it)

Spoiler

int ticks;
	@SubscribeEvent
	public void onPlayerTick(ClientTickEvent event) {
		
		EntityPlayer player = Minecraft.getMinecraft().player;
		World world = Minecraft.getMinecraft().world;
		
		if(player == null) {} else {
			float low_health = (player.getMaxHealth()) /3;
			PositionedSoundRecord sound = new PositionedSoundRecord(SSMSoundHandler.LOWHEALTH_SOUND,  SoundCategory.AMBIENT, 1, 1, player.getPosition().getX(), player.getPosition().getY(), player.getPosition().getZ());
			
			if(ticks == 40) {
				ticks = 0;
				
				if(player.getHealth() <= low_health && Minecraft.getMinecraft().getSoundHandler().isSoundPlaying(sound) == false) {
					
					Minecraft.getMinecraft().getSoundHandler().playSound(sound);
				}
				}
			else {ticks++;}
		}
		
	}

 

 

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I don't really know how to hold the Object, could you show me an exemple?

And, im new to Java & Modding thats why i make stupid mistakes.

So i fixed the empty if statement, but for the "== false" thats to know when its not playing the sound, i dont know how i could do

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