Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Unable to play empty soundEvent


Recommended Posts

Hey,

So I am trying to code a mod that plays giornos theme when you win a game of SW or BW on the hypixel network. When I run the code to play the sound I get the error/warning:

Unable to play empty soundEvent: memesounds:giornos_theme

 
Here is all of my *amazing* code.

 

Code to play sound:

player.addChatMessage(new ChatComponentText("New Message >> " + message));

Location of sound file:

resources/assets/memesounds/sounds

sounds.json which is located in resources/assets/memesounds

{
  "giornos_theme": {"category": "ambient","sounds": [{"name": "giornos_theme","stream": false}]}
}

 

Link to post
Share on other sites
9 minutes ago, Miqhtie said:

sounds.json which is located in resources/assets/memesounds


{
  "giornos_theme": {"category": "ambient","sounds": [{"name": "giornos_theme","stream": false}]}
}

 

You need to put your modid in front of name. ("name": "memesounds:giornos_theme")

 

  

9 minutes ago, Miqhtie said:

Code to play sound:


player.addChatMessage(new ChatComponentText("New Message >> " + message));

You play your sound by adding a chat message? Okay

Edited by Boy132
Link to post
Share on other sites

None of the code you posted is relevant to playing the sound.

Please post more of your code.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Link to post
Share on other sites

Didn't work. 

4 minutes ago, Boy132 said:

You need to put your modid in front of name. ("name": "memesounds:giornos_theme")

What parts am I missing. 

3 minutes ago, DavidM said:

None of the code you posted is relevant to playing the sound.

Please post more of your code.

 

Edited by Miqhtie
Link to post
Share on other sites
1 hour ago, Miqhtie said:

What parts am I missing. 

The part of the code where you actually play the sound...

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Link to post
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.

Guest
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.



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • That is just the modpack, no logs.
    • I created a modpack for me and my friends but we constantly crash after ~5 minutes of playing , Can some one help me please ? Here are the logs and the modpack : https://www.mediafire.com/file/kqnui7c0wzu8t7k/VladPack4-1.16.5.zip/file
    • I wrote a class that stores the BlockPos and BlockState of a specific block that needs to be changed into another block after a certain amount of time. So far I just coded stone bricks being changed into cracked stone bricks. In every worldtickevent I call a method called onTick in which there is a slight chance (1 in 1000) that this change will occur. The class that does this is called DecayHandler.java   DecayHandler.Java :   public class DecayHandler { public BlockState blockState; public BlockPos blockPos; public World world; private Random random; public int decayChance = 1000; private boolean decayed = false; public DecayHandler(BlockState blockState, BlockPos blockPos, World world){ this.blockState = blockState; this.blockPos = blockPos; this.world = world; random = new Random(); } public DecayHandler OnTick(){ //TODO: Refactor in other methods and implement BlockSwapper if(random.nextInt(decayChance) == 0 && !decayed){ System.out.println(this.blockPos + " Decayed"); if(world.setBlockAndUpdate(blockPos, Blocks.CRACKED_STONE_BRICKS.getBlock().defaultBlockState())){ this.blockState = Blocks.CRACKED_STONE_BRICKS.getBlock().defaultBlockState(); decayed = true; return this; } } //WorldDecayData.get(); return null; } }   This code works fine when I load in to a world and place stone bricks down. The stone bricks stay there for a couple of seconds and then they change into cracked stone bricks. The problem occurs when I save and quit to title and rejoin the same world when I placed stone brick that hadn't decayed yet. The game seems to remember what DecayHandlers were running which I guess is logical because I never closed it. So when the world is reloaded again my code stops without error and no longer functions. I can see in the terminal that the last message that was displayed was that a block decayed so I put a breakpoint on it to see what went wrong. By the way, the game keeps running just fine but my code just stops. The part where it seems to go wrong is in this line:  if(world.setBlockAndUpdate(blockPos, Blocks.CRACKED_STONE_BRICKS.getBlock().defaultBlockState())) When I try to step in to every single detail the callstack becomes insanely large and I'm unable to understand what's going on. The only thing I know is that right at the end they put my thread in to parking or something? I really don't understand what was going on. Can someone explain why this is happening? I don't have a clue of what's going on.
    • Thank you @ChampionAsh5357 for your replies and useful feedback! I'll follow your advice and see where it takes me.
    • This statement is a bit incorrect. The methods still exist, they just use a different mapping set (MCP) than what forge ships with the mdk by default (mojmap). You can use forge-bot on the Forge Discord or Linkie on the Linkie Discord to translate from them. I would probably use a chunk capability instead and tick logic on loaded chunks since you'd have to check every block if it's loaded other than checking the loaded chunks. You could also use a world capability to store the chunks that have an active capability for more efficient usage.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.