Posted July 4, 201312 yr I've looked to a lot of tutorials but still my sound won't register... can somebody please check for any mistakes... package invizzble.mods.nc.events; import invizzble.mods.nc.NM; import net.minecraftforge.client.event.sound.SoundLoadEvent; import net.minecraftforge.event.ForgeSubscribe; public class SoundRegistering { @ForgeSubscribe public void onbSound(SoundLoadEvent event){ try{ String[] soundFiles = { "StaffODarkness.1.wav" }; for (int i = 0; i < soundFiles.length; i++){ event.manager.soundPoolSounds.addSound(soundFiles[i] ); } } catch (Exception e) { System.err.println("NightmareCraft: Failed to register one or more sounds."); } } } http://i.imgur.com/sKDS7bj.png[/img] http://www.minecraftforum.net/topic/1877292-15x-forge-smp-nightmarecraft-alpha-10-it-started-with-a-dream-new/
July 4, 201312 yr Author really, i've readed on some forums that it doesn't has to be like that anymore... http://i.imgur.com/sKDS7bj.png[/img] http://www.minecraftforum.net/topic/1877292-15x-forge-smp-nightmarecraft-alpha-10-it-started-with-a-dream-new/
July 4, 201312 yr I think they can be ogg or wav, but anything else Minecraft doesn't have codecs for... Just guessing by paulscode libraries that are imported into the workspace in the forge/mcp setup.
July 4, 201312 yr Author but how can i import them now into minecraft ... http://i.imgur.com/sKDS7bj.png[/img] http://www.minecraftforum.net/topic/1877292-15x-forge-smp-nightmarecraft-alpha-10-it-started-with-a-dream-new/
July 4, 201312 yr Try changing event.manager.soundPoolSounds.addSound(soundFiles[i] ); to event.manager.addSound(soundFiles[i] ); I'm pretty sure both ways do the exact same thing, but it might work... Also, is "StaffODarkness.1.wav" the path to where your sound is stored? So according to that your path would be "assets/StaffODarkness.1.wav" Could you have a typo? Is it supposed to be StaffODarkness.1.wav or StaffOfDarkness.1.wav ? Also, confirmed only wav and ogg: (From SoundManager.java) try { SoundSystemConfig.addLibrary(LibraryLWJGLOpenAL.class); SoundSystemConfig.setCodec("ogg", CodecJOrbis.class); SoundSystemConfig.setCodec("wav", CodecWav.class); MinecraftForge.EVENT_BUS.post(new SoundSetupEvent(this)); } catch (SoundSystemException soundsystemexception) { soundsystemexception.printStackTrace(); System.err.println("error linking with the LibraryJavaSound plug-in"); }
July 4, 201312 yr @OP You have missed adding in the directory to the sound, right now the sound is trying to load from the Minecraft directory (at least I think thats where it defaults... ). Here is my SounRegistering equivalent: package rpg.sounds; import java.net.URL; import net.minecraftforge.client.event.sound.SoundLoadEvent; import net.minecraftforge.event.ForgeSubscribe; import rpg.lib.Reference; public class SoundLoader { public static boolean didSoundsLoad; private static final String[] SOUNDS = { "karmaup", "karmadown", "karmaerror" }; private URL getSound(String sound) { return this.getClass().getResource("/assets/" + Reference.MOD_ID + "/resource/sound/" + sound + ".ogg"); // note that mine has assets as the base... That is because I am using 1.6.1. Should be mods if 1.5.2 } @ForgeSubscribe public void onSoundLoad(SoundLoadEvent evt) { for (String sound : SOUNDS) { evt.manager.soundPoolSounds.addSound("minepg/" + sound + ".ogg"); System.out.println("[MinePG Sound Loader] Loading sounds..."); SoundLoader.didSoundsLoad = true; System.out.println("[MinePG Sound Loader] Sounds Loaded"); } } } I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
July 4, 201312 yr Author the main problem is that both methods won't accept the location of my sounds, if i try to give it, they give me an error... http://i.imgur.com/sKDS7bj.png[/img] http://www.minecraftforum.net/topic/1877292-15x-forge-smp-nightmarecraft-alpha-10-it-started-with-a-dream-new/
July 5, 201312 yr @OP You have missed adding in the directory to the sound, right now the sound is trying to load from the Minecraft directory (at least I think thats where it defaults... ). Here is my SounRegistering equivalent: package rpg.sounds; import java.net.URL; import net.minecraftforge.client.event.sound.SoundLoadEvent; import net.minecraftforge.event.ForgeSubscribe; import rpg.lib.Reference; public class SoundLoader { public static boolean didSoundsLoad; private static final String[] SOUNDS = { "karmaup", "karmadown", "karmaerror" }; private URL getSound(String sound) { return this.getClass().getResource("/assets/" + Reference.MOD_ID + "/resource/sound/" + sound + ".ogg"); // note that mine has assets as the base... That is because I am using 1.6.1. Should be mods if 1.5.2 } @ForgeSubscribe public void onSoundLoad(SoundLoadEvent evt) { for (String sound : SOUNDS) { evt.manager.soundPoolSounds.addSound("minepg/" + sound + ".ogg"); System.out.println("[MinePG Sound Loader] Loading sounds..."); SoundLoader.didSoundsLoad = true; System.out.println("[MinePG Sound Loader] Sounds Loaded"); } } } All my sounds load but how would i play them? I use this method below: world.playSoundAtEntity(entityplayer, customSound, 1F, 1F); Once the sound is loaded into the sound pool, shouldnt it just play if i use "customSound" ? Or do you think it would work if i make a custom folder like "random.arrow"? Kinda lost here, would be great for a little advice .
July 31, 201312 yr What version of minecraft and forge are you trying to work with? Based on what I've seen of some of the code and examples I'd guess 1.6.1+. I verified that you can use .wav files without needing to register a codec first in MC 1.6.2 and Forge 789. I'm betting you have a name and path issue. What is the console log showing you? Are there errors indicating your .wav file can't be found? Please remove the .1. from the file name and see if that helps Numbers at the end of a sound file names are removed by MC so you can register several version of the same sound file and MC will play one of them randomly. It adds a bit of variety, e.g. // You add sounds them the same way as you add blocks. Keep it all lowercase please for max compatibility. event.manager.addSound("modname" + ":" + "soundfilename" + "1.ogg"); event.manager.addSound("modname" + ":" + "soundfilename" + "2.ogg"); event.manager.addSound("modname" + ":" + "soundfilename" + "3.ogg"); event.manager.addSound("modname" + ":" + "panflute" + ".wav"); // The location of my sound files in the development environment are as follows // C:\Work\minecraftdev\mcforge1.6.2-9.10.0.789\forge\mcp\src\minecraft\assets\modname\sound // Your final zip file would look like this // <root of the zip>assets\modname\sound // <root of the zip>modname\<class files> // <rooy of the zip>mcmod.info Your play code looks fine. Here's what I've used successfully. // plays soundfilename1.ogg, soundfilename2.ogg, or soundfilename3.ogg randomly target.worldObj.playSoundAtEntity(player, "modname" + ":" + "soundfilename", 1.0F, 1.0F); // plays just the one .wav file target.worldObj.playSoundAtEntity(player, "modname" + ":" + "panflute", 1.0F, 1.0F); // I'm pretty new to modding, but I hope this helps.
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