It's a shame that there are some limitations, that, unless some mapmaker or mindcracker speaks to Dinnerbone, will never be changed.
If someone has a twitter account, would be great to tweet him this.
The major limitation is the rain sound.
It is not a single file on repeat... it's actually four separate "rain drop" sounds that are hardcored to be randomly played.
So if you wanted resource packs to play something like "rainy mood" when it starts rain ingame, too bad... the game will only play the first second of the complete audio over and over again.
We cannot escape the annoyingn rain... the only option is to replace the drop sounds with a lower volume copy, or with a mute one.
:/
If you want to do that with the resource packs, you would replace all variations of the rain sounds with the sound you want, so that it always plays the same sound.
Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a toatl mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
It's a shame that there are some limitations, that, unless some mapmaker or mindcracker speaks to Dinnerbone, will never be changed.
If someone has a twitter account, would be great to tweet him this.
The major limitation is the rain sound.
It is not a single file on repeat... it's actually four separate "rain drop" sounds that are hardcored to be randomly played.
So if you wanted resource packs to play something like "rainy mood" when it starts rain ingame, too bad... the game will only play the first second of the complete audio over and over again.
We cannot escape the annoyingn rain... the only option is to replace the drop sounds with a lower volume copy, or with a mute one.
:/
If you want to do that with the resource packs, you would replace all variations of the rain sounds with the sound you want, so that it always plays the same sound.
That might work, though then it would play them all over each over.
Instead, replace only one with the new sound, then make the rest of them emit no sound.
Wonderful. Now adventure maps are bound to have me thinking I'm being stalked by invisible Endermen. All we need now is a /gamerule doAmbience command to enable/disable automatic cave sounds.
EDIT: Just found an unused sound, "portal.travel", which sounds like it might have been planned to play during the incredibly boring Nether loading screen. Sounds pretty neat.
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That might work, though then it would play them all over each over.
Instead, replace only one with the new sound, then make the rest of them emit no sound.
It will work not might work, if you make it where 1 copy is sound and 4 copies are blank then you're making it play nothing 4/5ths of the time, it will only play the sound file one time and choose random from variations.
(if not on a pulser obviously)
For example you have /playsound mob.ghast.scream @p in a command block set to play one time via a proximity detector/clock (testfor clock), when the sound begins it will play 1 of the 5 variations of the file named ghast.scream randomly (ghast.scream1, ghast.scream2 and so on), it will not play them all at once. So if all the variations of a sound file are the same, you will get the same resulting sound 100% of the time instead of 1/5th of the time.
Having blanks will play blanks and blanks are blank and boring lol and we cannot currently choose specific variations at this time (1,2,3 etc etc), ..with commands, though you could make your blanks 1 second long lol but that'd just be darn right laziness lol.. sigh
Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a toatl mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
I'm having alot of fun tinkering around with this. Has anyone else noticed that the in-game pigman aggro sounds are high pitched? The standard pitch for the pigman aggro sound isn't the one used in the actual game.
Rollback Post to RevisionRollBack
I've been a Minecraft player since Beta 1.7, still my favorite game!
Twitter: @EvanLange7737
I'm having alot of fun tinkering around with this. Has anyone else noticed that the in-game pigman aggro sounds are high pitched? The standard pitch for the pigman aggro sound isn't the one used in the actual game.
Interesting. This might be from an early state in development.
I just downloaded a custom map with a resource pack but it only works with one person. If it's on a server then the sounds are only played if one person is on the server if more than one person comes on then the sounds get played to no one and yes the command black is set @a so does someone know why this is? Are they only meant for single player???
Does anyone have a reasonable explanation on how this is actually functioning. Placing custom sounds manually within the assets folder seems to work successfully (I have added a dialogue directory within the sounds folder and placed all my dialogue within it). However doing the same with a resource pack is unsuccessful.At first I concluded that the /playsound command must therefore be directed at only the assets folder, but than I realised that this wouldn't explain being able to alter and play sounds from resource packs using the command. Is there certain code demanding that all sounds within the assets be replaced by all those within the assets-resourcepack therefore not being able to play newly included sounds?
Rollback Post to RevisionRollBack
~------* =There use to be something here...=*------~
Did a little bit of testing and I think it's safe to assume that what I posted above is correct.
When resource packs are loaded they temporarily replace all files within the minecraft assets folder with all those identical within the resource pack. Therefore if new files are added into the resource pack they will not be loaded as they have no identical file to replace. Adding new files into the ordinary assets folder will allow for those sounds to be loaded as they are technically there (unlike new folders within resource packs which aren't loaded).
I tested this by placing a custom sound (my voice) within the assets folder and placing an identically named sound within a resource pack (although this one was actually the thunder sound renamed). The sound which was previously my voice was changed to the thunder sound.
Bug: Strangely when I added a non-existing sound to the resource pack it changed all my English-based fonts to some strange foreign looking characters, though I resolved it by fiddling around and reloading resource packs.
In conclusion (if you can't be bothered reading)
-Custom sounds within the ordinary mine craft assets folder are loaded (including those in custom directories).
-Custom sounds within resource packs cannot be played as they don not exist yet as there is no file for them to replace.
-Only files existing within the ordinary assets folder can be added through resource packs (therefore adding sounds into the assets folder enables the identical sound in the resource pack to be played).
Hope this is helpful to anyone! Thank you
So is there a way to play a sound to everyone on a server that has people spread out everywhere?
/playsound [sound] @a[with any arguments]. You only have to type in the sound, and the players, since the game doesn't have anymore information, then it will make the actual player the center.
It will work not might work, if you make it where 1 copy is sound and 4 copies are blank then you're making it play nothing 4/5ths of the time, it will only play the sound file one time and choose random from variations.
(if not on a pulser obviously)
For example you have /playsound mob.ghast.scream @p in a command block set to play one time via a proximity detector/clock (testfor clock), when the sound begins it will play 1 of the 5 variations of the file named ghast.scream randomly (ghast.scream1, ghast.scream2 and so on), it will not play them all at once. So if all the variations of a sound file are the same, you will get the same resulting sound 100% of the time instead of 1/5th of the time.
Having blanks will play blanks and blanks are blank and boring lol and we cannot currently choose specific variations at this time (1,2,3 etc etc), ..with commands, though you could make your blanks 1 second long lol but that'd just be darn right laziness lol.. sigh
~cheers
I can see that you didn't try it yourself use a different rain.ogg file that is longer in time than the default rain drop sounds.
Because all of your theory about how it should work is worthless in the case of how the rain is coded in game.
I own a server and this is probably one of the funnest things to troll people with. I run around playing mob.ghast.scream and random.breath when they aren't expecting it, you can get some funny reactions!
For anyone interested, if you do /playsound ambient.weather.thunder at a pitch of 2, it sounds very similar to an old style gun such as a musket firing. Might be useful for some sort of adventure map. Not like it would be needed with the resource packs, but not everyone would want to put in the effort to make one. I am so far finding this command very useful, and will continue to post my results in experimenting with this to this page.
I own a server and this is probably one of the funnest things to troll people with. I run around playing mob.ghast.scream and random.breath when they aren't expecting it, you can get some funny reactions!
Yes, it could be used for trolling, which is the only problem, so maybe someone should code a permission for using it, so admins can't use it.
For anyone interested, if you do /playsound ambient.weather.thunder at a pitch of 2, it sounds very similar to an old style gun such as a musket firing. Might be useful for some sort of adventure map. Not like it would be needed with the resource packs, but not everyone would want to put in the effort to make one. I am so far finding this command very useful, and will continue to post my results in experimenting with this to this page.
OK, I am going to start an Experiments section, on what everyone who posts have discovered! That is quite interesting, though how would it test when you fire an arrow?
Might I suggest to rearrange the paramaters? I think it would be best.
/playsound <sound> [pitch] <player | x y z>
First the starting command, "/playsound," then "assets.minecraft.fileDir" The pitch comes next because just like in note blocks, there's always pitch. I think that everybody should get to hear the sound, just like how everybody hears a note block, scary noise, music disk, etc., so instead, the <player> defines the player that the sound originates from, or you can enter 3 coordinates, and if you don't enter either, than it'll originate from the player that executed the command, or the command block that executes it. I don't think that there should be a volume/minimumVolume either because in default Minecraft, it all depends on the location of which the sound originates, and how loud the actual sound file is.
Might I suggest to rearrange the paramaters? I think it would be best.
/playsound <sound> [pitch] <player | x y z>
First the starting command, "/playsound," then "assets.minecraft.fileDir" The pitch comes next because just like in note blocks, there's always pitch. I think that everybody should get to hear the sound, just like how everybody hears a note block, scary noise, music disk, etc., so instead, the <player> defines the player that the sound originates from, or you can enter 3 coordinates, and if you don't enter either, than it'll originate from the player that executed the command, or the command block that executes it. I don't think that there should be a volume/minimumVolume either because in default Minecraft, it all depends on the location of which the sound originates, and how loud the actual sound file is.
That would work, though how would you set who hears it?
If you want to do that with the resource packs, you would replace all variations of the rain sounds with the sound you want, so that it always plays the same sound.
Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a toatl mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
That might work, though then it would play them all over each over.
Instead, replace only one with the new sound, then make the rest of them emit no sound.
EDIT: Just found an unused sound, "portal.travel", which sounds like it might have been planned to play during the incredibly boring Nether loading screen. Sounds pretty neat.
It will work not might work, if you make it where 1 copy is sound and 4 copies are blank then you're making it play nothing 4/5ths of the time, it will only play the sound file one time and choose random from variations.
(if not on a pulser obviously)
For example you have /playsound mob.ghast.scream @p in a command block set to play one time via a proximity detector/clock (testfor clock), when the sound begins it will play 1 of the 5 variations of the file named ghast.scream randomly (ghast.scream1, ghast.scream2 and so on), it will not play them all at once. So if all the variations of a sound file are the same, you will get the same resulting sound 100% of the time instead of 1/5th of the time.
Having blanks will play blanks and blanks are blank and boring lol and we cannot currently choose specific variations at this time (1,2,3 etc etc), ..with commands, though you could make your blanks 1 second long lol but that'd just be darn right laziness lol.. sigh
~cheers
Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a toatl mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
Twitter: @EvanLange7737
Interesting. This might be from an early state in development.
When resource packs are loaded they temporarily replace all files within the minecraft assets folder with all those identical within the resource pack. Therefore if new files are added into the resource pack they will not be loaded as they have no identical file to replace. Adding new files into the ordinary assets folder will allow for those sounds to be loaded as they are technically there (unlike new folders within resource packs which aren't loaded).
I tested this by placing a custom sound (my voice) within the assets folder and placing an identically named sound within a resource pack (although this one was actually the thunder sound renamed). The sound which was previously my voice was changed to the thunder sound.
Bug: Strangely when I added a non-existing sound to the resource pack it changed all my English-based fonts to some strange foreign looking characters, though I resolved it by fiddling around and reloading resource packs.
In conclusion (if you can't be bothered reading)
-Custom sounds within the ordinary mine craft assets folder are loaded (including those in custom directories).
-Custom sounds within resource packs cannot be played as they don not exist yet as there is no file for them to replace.
-Only files existing within the ordinary assets folder can be added through resource packs (therefore adding sounds into the assets folder enables the identical sound in the resource pack to be played).
Hope this is helpful to anyone! Thank you
/playsound [sound] @a[with any arguments]. You only have to type in the sound, and the players, since the game doesn't have anymore information, then it will make the actual player the center.
Don't spam.
Well, resource packs can change sounds, so with some pack designing magic, you already can.
I can see that you didn't try it yourself use a different rain.ogg file that is longer in time than the default rain drop sounds.
Because all of your theory about how it should work is worthless in the case of how the rain is coded in game.
Yes, it could be used for trolling, which is the only problem, so maybe someone should code a permission for using it, so admins can't use it.
OK, I am going to start an Experiments section, on what everyone who posts have discovered! That is quite interesting, though how would it test when you fire an arrow?
how did you add sounds in your maps? i don't think that's possible.
Well, since the resource packs change sound, you can change a pointless sound, and activate it with this.
Might I suggest to rearrange the paramaters? I think it would be best.
First the starting command, "/playsound," then "assets.minecraft.fileDir" The pitch comes next because just like in note blocks, there's always pitch. I think that everybody should get to hear the sound, just like how everybody hears a note block, scary noise, music disk, etc., so instead, the <player> defines the player that the sound originates from, or you can enter 3 coordinates, and if you don't enter either, than it'll originate from the player that executed the command, or the command block that executes it. I don't think that there should be a volume/minimumVolume either because in default Minecraft, it all depends on the location of which the sound originates, and how loud the actual sound file is.
That would work, though how would you set who hears it?