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Posted

I am working my way through getting a custom fire block working.  Thus far, I have completed most of the basic parts of the block's behavior, spread, extinguish, damaging entities, destroying items, etc.  The one thing I am missing however, is I would like the fire block to play a sound when it is destroyed, namely the vanilla fizz sound.

 

From the docs I got the playSound() method.  Specifically, I am attempting to use the playSound(double x, double y, double z, SoundEvent, SoundCategory, volume, pitch, distanceDelay) method.

 

Most of the variables in this method make sense to me.  The two that I can't seem to wrap my head around are SoundEvent and SoundCategory.

 

Could someone provide an example of how this method would be used to call to a vanilla sound?

 

I am aware that the below code will not compile, I just wanted to give some context to what I am doing.

 

package djknarnia.abyssal.events;

import djknarnia.abyssal.abyssal;
import lists.BlockList;
import net.minecraft.block.Block;
import net.minecraft.block.Blocks;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;
import net.minecraftforge.client.event.sound.SoundEvent;
import net.minecraftforge.event.entity.player.PlayerInteractEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber.Bus;

@Mod.EventBusSubscriber(modid = abyssal.modid, bus = Bus.FORGE)

public class LeftClickEvent {

	@SubscribeEvent
	public static void leftClickEvent(PlayerInteractEvent.EntityInteract.LeftClickBlock event) {
		
		World world = event.getWorld();
		Block clickedBlock = event.getWorld().getBlockState(event.getPos().offset(event.getFace())).getBlock();
		
		abyssal.logger.info("player left clicked " + event.getPos());
		
		if(clickedBlock == BlockList.flare_fire) {
			world.setBlockState(event.getPos().offset(event.getFace()), Blocks.AIR.getDefaultState());
			
			double x = event.getPos().getX();
			double y = event.getPos().getY();
			double z = event.getPos().getZ();
			ResourceLocation resourceLocation = new ResourceLocation("minecraft", "random.fizz");
			
			world.playSound(x, y, z, soundIn, category, 1.0f, 1.0f, false);
		}
	}
}

 

  • Author
23 minutes ago, diesieben07 said:

Have you looked at those two classes? SoundCategory is an enum, it's pretty self explanatory what it means once you look at it.

SoundEvent is the actual sound to play. It's a registry entry and all the vanilla ones are stored in the SoundEvents class.

 

Things like these are trivial to find out with basic IDE usage.

You're right, after looking at those files, it was really easy.  I've got it working now.  Sorry, bad habits die hard.  My Java's pretty rusty, to say the least, and I've always had a bad habit of learning by reverse engineering examples rather than actually understanding what I was doing.  Thanks.

  • Author
16 minutes ago, diesieben07 said:

So looking at source code is not reverse engineering? ?

Fair, point taken.

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