Extended sound effects in resource packs, (ambient music over a sound effect in my case) simply stop if other sounds are continuously played while the original sound is still playing. (eg: shooting multiple XP bottles in a row for about 15 seconds)
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Done. The main effected sounds for pitch changes are many, it depends on the sound, however the ones effected currently in my pack are the XP orb and the Ghast. The Ghast being part of the time limit problem. The sound over the Ghast is currently background music, as I was using its rangeless sound effects as a workaround for ambient music.
I believe the XP pitch changes are because of the way vanilla XP orbs work with the code; in vanilla, they change pitch, don't they? So you aren't hearing the same "ding" sound over and over. It's the same way I can adjust the pitch of sounds replacing noteblock sounds in my map; it's caused by the code, probably unintentionally breaking your map, but not necessarily a bug (and personally I wouldn't want pitch changes being in the code to change. Like I said, I've been using it with noteblocks, so I've made what would normally be a sword-drawing sound to be different).
As for the ghasts, I did not see them have a time limit. However, the musics did start playing over each other, which I think it less of an issue with resource packs as it is the fact that ghasts have multiple sound files.
Well yes, the XP orb pitch changes are for that effect, but for resource packs, should that not be a togglable option? It also does it with the bow sound effect and of course, the Ghast.
With the Ghast music, I usually play the game on Peaceful mode and spawn one with an egg. It spawns just long enough to make a single sound and avoids the problem of the music paying over itself. The time limit is not always solid it seems. Sometimes it completes the song and sometimes it doesn't. Often times I find that if I make a bunch of OTHER sounds, (eg: throw around a few enchantment bottles) it will cut off sooner.
Well, if you want it to be toggleable, I would tell you to suggest that on the forums. This site is for bug reports only.
And with further testing I can confirm that the sound from the ghasts cuts off inconsistently, especially when spamming XP bottles, but only when they're spammed repeatedly and only louder sounds like XP bottles (so quieter sounds like blocks breaking don't cause it to cut off). However, how long is the actual sound file? You might be making a mistake and it turns out that the sound file is only 30 seconds long. No offense, but sometimes people can make simple mistakes like that.
Is this still a concern in the current Minecraft version? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Indeed it does, and updated. I assumed however that since it's remained unassigned for the better part of a month that it was never going to be fixed. :/
Don't assume... I think this has been fixed.
Is this still a concern in the current Minecraft version 1.7.2 / Launcher version 1.3.4 or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
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