Question about *adding* new sounds
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Question about *adding* new sounds
So I created a new mob that is a separate entity from the rest, but the sounds don't work. If you look at mz.class for example, the chicken class, you'll see lines like:
From this template, it appears that the "." character is replaced internally by Minecraft when searching for sounds; the mob sounds are located in \resources\newsound\mob and are named like:
I added new sounds for my new mob, but the sounds won't play. My new entity has lines like:
The duck is patterned precisely after the chicken, yet the sounds don't play. They are in the \mob folder with the rest of the mob sounds, named according to the same pattern.
Any ideas?
- Code:
return "mob.chicken";
return "mob.chickenhurt";
ag.a(this, "mob.chickenplop", 1.0F, (aQ.nextFloat() - aQ.nextFloat()) * 0.2F + 1.0F);
From this template, it appears that the "." character is replaced internally by Minecraft when searching for sounds; the mob sounds are located in \resources\newsound\mob and are named like:
- Code:
chicken1.ogg
chicken2.ogg
chickenhurt1.ogg
chickenplop.ogg
I added new sounds for my new mob, but the sounds won't play. My new entity has lines like:
- Code:
return "mob.duck";
return "mob.duckhurt";
The duck is patterned precisely after the chicken, yet the sounds don't play. They are in the \mob folder with the rest of the mob sounds, named according to the same pattern.
Any ideas?
KungFuHamster- Posts : 11
Join date : 2010-10-15
Re: Question about *adding* new sounds
At this point, I have no idea how the system work.
So, I just have paranoid ideas, totally baseless.
Try to use the names duck1.ogg, duck.ogg. Did you corretly named the files?
You can run the game trough filemon (from sysinternals) to check what files are tryiing to open.
Make sure use the same encoding ( mono, stereo, speed, etc..)
Do the engine need to do some pre-procesing? you could make so the sheep use duck.ogg, and your duck use sheep, and see if the sheep can use the sound, or your duck can do moo. Actually, don't do that, will render you crazy.
So, I just have paranoid ideas, totally baseless.
Try to use the names duck1.ogg, duck.ogg. Did you corretly named the files?
You can run the game trough filemon (from sysinternals) to check what files are tryiing to open.
Make sure use the same encoding ( mono, stereo, speed, etc..)
Do the engine need to do some pre-procesing? you could make so the sheep use duck.ogg, and your duck use sheep, and see if the sheep can use the sound, or your duck can do moo. Actually, don't do that, will render you crazy.
Re: Question about *adding* new sounds
I tried tracing back the function in bf.class that loads the Amazon XML file with the list of all the sounds (http://s3.amazonaws.com/MinecraftResources/) but I'm making my eyes bleed.
bf:
private void a(java.net.URL url, java.lang.String s, long l, int i)
-> b.a(s, file);
bf:
private void a(java.net.URL url, java.lang.String s, long l, int i)
-> b.a(s, file);
KungFuHamster- Posts : 11
Join date : 2010-10-15
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