Interestingly, playsound will take numbered sounds and play them randomly like other functions of the game. So you could have a door that won't open, and every time you try it plays a varied failure noise. You could range that from slightly different broken lock noises to different dialog like "You really think that would work?" and "Still trying? Haha." The only problem with that is you can't tell the length of the audio...
Someone needs to ask Mojang to make it so when a Command Block plays a sound, a Comparator facing off it will turn on. When the sound ends, it will turn off. That way, you can lock the Command Block from playing over itself if you want. You could use sequential sounds which wouldn't have to be the same length.
You mentioned a kinda mod like the command block. Well I'm doing one better I've almost finished updating a mod called the speaker block mod(My other Developer and I re codded all except the Gui) It is currently with forge and on 1.5.2 but, we have almost completely finished it under forge like that in the future we might work on it differently. The old mod(Still has its old features) can be activated by redstone you set the volume, if it loops, stuff like that currently in the 1.5.2 version it gets the sounds from the world directory(Still buggy working on fixing it). If you have any input on the matter of what we should do next we can help you out with your problem of limited sounds.
Actually John, it turns out vanilla Minecraft 1.6.1 (And apparently previous versions) had a command called "playSound." I couldn't figure out how to play resource pack specific sounds yet (not enough documentation yet), but it can play almost any sound in the game with a ton of control.
Besides that, I can see a major point of them making this was that it was vanilla. You just downloaded a map, and the resource pack with it you just load over. I'd be pretty disappointed if the next one suddenly rolling back to an earlier version to use modifications.
Actually John, it turns out vanilla Minecraft 1.6.1 (And apparently previous versions) had a command called "playSound." I couldn't figure out how to play resource pack specific sounds yet (not enough documentation yet), but it can play almost any sound in the game with a ton of control.
Besides that, I can see a major point of them making this was that it was vanilla. You just downloaded a map, and the resource pack with it you just load over. I'd be pretty disappointed if the next one suddenly rolling back to an earlier version to use modifications.
Not answering for them, just my opinion.
I have myself looked into this it let's you play an existing sound in the game so you only have the number of sounds you can change. Thus limiting how many sounds you have It would be very easy though to just make it do play sound and let it play any sound. Also they probably do have some way of doing this. I had found the mod and actually started to update it for an adventure map I am making. I had started the mod before the resource packs were added in a pre-release I still plan on finishing the mod but also adding some of my own custom stuff so it is probably going to be more toward some blocks and items that are specifically good for adventure map makers, stuff like better customization shops, Unlimited sounds, more weapons and armor, prob a shield, and I might include an updated version of the outdated duel wielding mod.
Edit: You could also just use multiple resource packs and have them change in different parts of the map but in my opinion that ruins the fun of O i'm in an adventure. Also I realize they made this to be vanilla just saying cause in the video it seemed like he was asking for a mod. So, since you know he gave a desc of exactly what the mod I am updating does i thought i'll bring it up.
I have myself looked into this it let's you play an existing sound in the game so you only have the number of sounds you can change. Thus limiting how many sounds you have It would be very easy though to just make it do play sound and let it play any sound. Also they probably do have some way of doing this. I had found the mod and actually started to update it for an adventure map I am making. I had started the mod before the resource packs were added in a pre-release I still plan on finishing the mod but also adding some of my own custom stuff so it is probably going to be more toward some blocks and items that are specifically good for adventure map makers, stuff like better customization shops, Unlimited sounds, more weapons and armor, prob a shield, and I might include an updated version of the outdated duel wielding mod.
Edit: You could also just use multiple resource packs and have them change in different parts of the map but in my opinion that ruins the fun of O i'm in an adventure. Also I realize they made this to be vanilla just saying cause in the video it seemed like he was asking for a mod. So, since you know he gave a desc of exactly what the mod I am updating does i thought i'll bring it up.
Dinnerbone has said that they(Mojang) are going to expand on the playsound command, so it has more features. They added it in to 1.6.1 to test it, it works, for the most part, but they have to code the other features in.
They should be coming in a later update, and they allow selecting singular .ogg files, instead of how it is now, when it selects one at random(not in all cases mind you, just ones where there are numbers before the ".ogg" file extension, for example: mob.chicken.hurt will play one of to sounds, randomly right now, but mob.chicken.hurt1 will not play anything, they will add more so you can choose random or have a specific one)
Also, having resourcepacks, they will make sure that they are compatible with the command.
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So basically I am maybe making mods but I will also play them but yeah failed at Avengers now attempting Supernatural mod.
All you need to do is download the new launcher, which you will need by tomorrow anyway if you want to play any new versions of the game. It will automatically download the most recent version of the game for you.
That was amazingly hilarious!Do you really speak like that or did you put on an accent for it? The accent sounds like a mix between cockney and Australian (Australian because some of the words you used and Cockney, because, well it sounded like that!).
Why am I filled with apprehesion about part two? It wasn't so bad when he reavealed that we are going to be dressed up as a 'pretty princess', but when he said you're going to bloody enjoy it...... Will Jeoffrey ever escape from the EMPEROR?! Not likely...
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I havevoicesin my head...... And they don't likeYOU!
you do realize u can now do what u wanted in the video
I mentioned it in a post a bit back, but it wasn't acknowledged, so I assume they already know by now.
The only problem is you can't tell when a sound has ended. Running it via command block with comparator doesn't turn off when it ends. So there is still the annoyance of having to time redstone alongside the audio. Might be a bit annoying to keep hearing your same audio replaying a whole ton just to make sure it syncs up with the redstone. xD Although I guess they could have someone set up a mockup audio file which is just a constant nice noise with beeps and boops at significant parts which require syncing...
Someone needs to ask Mojang to make it so when a Command Block plays a sound, a Comparator facing off it will turn on. When the sound ends, it will turn off. That way, you can lock the Command Block from playing over itself if you want. You could use sequential sounds which wouldn't have to be the same length.
Just a Bit eh.
I don't recall putting any of that in the map!
I'm not quite understanding what you're trying to say there! Sorry!
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Besides that, I can see a major point of them making this was that it was vanilla. You just downloaded a map, and the resource pack with it you just load over. I'd be pretty disappointed if the next one suddenly rolling back to an earlier version to use modifications.
Not answering for them, just my opinion.
if you still don't get it look up the words.
I have myself looked into this it let's you play an existing sound in the game so you only have the number of sounds you can change. Thus limiting how many sounds you have It would be very easy though to just make it do play sound and let it play any sound. Also they probably do have some way of doing this. I had found the mod and actually started to update it for an adventure map I am making. I had started the mod before the resource packs were added in a pre-release I still plan on finishing the mod but also adding some of my own custom stuff so it is probably going to be more toward some blocks and items that are specifically good for adventure map makers, stuff like better customization shops, Unlimited sounds, more weapons and armor, prob a shield, and I might include an updated version of the outdated duel wielding mod.
Edit: You could also just use multiple resource packs and have them change in different parts of the map but in my opinion that ruins the fun of O i'm in an adventure. Also I realize they made this to be vanilla just saying cause in the video it seemed like he was asking for a mod. So, since you know he gave a desc of exactly what the mod I am updating does i thought i'll bring it up.
Dinnerbone has said that they(Mojang) are going to expand on the playsound command, so it has more features. They added it in to 1.6.1 to test it, it works, for the most part, but they have to code the other features in.
They should be coming in a later update, and they allow selecting singular .ogg files, instead of how it is now, when it selects one at random(not in all cases mind you, just ones where there are numbers before the ".ogg" file extension, for example: mob.chicken.hurt will play one of to sounds, randomly right now, but mob.chicken.hurt1 will not play anything, they will add more so you can choose random or have a specific one)
Also, having resourcepacks, they will make sure that they are compatible with the command.
Why am I filled with apprehesion about part two? It wasn't so bad when he reavealed that we are going to be dressed up as a 'pretty princess', but when he said you're going to bloody enjoy it...... Will Jeoffrey ever escape from the EMPEROR?! Not likely...
I mentioned it in a post a bit back, but it wasn't acknowledged, so I assume they already know by now.
The only problem is you can't tell when a sound has ended. Running it via command block with comparator doesn't turn off when it ends. So there is still the annoyance of having to time redstone alongside the audio. Might be a bit annoying to keep hearing your same audio replaying a whole ton just to make sure it syncs up with the redstone. xD Although I guess they could have someone set up a mockup audio file which is just a constant nice noise with beeps and boops at significant parts which require syncing...
AH-HA! no way to avoid this, Emperor: Open to LAN, cheats on /gamemode 1
Actually it's July the second over here