I was trying out the new /playsound command. My main use for it would be to play ambiance, and to avoid replacing mob sounds, I would probably be using records. However, both in the console and in command blocks, typing "/playsound records.ward @p", regardless of where the file is (I tried, for example, copying the file into the "random" sound folder and playing it via "/playsound random.ward @p" just in case the sound file was required to be inside the sound folder), ward.ogg will not play.
It is the vanilla ward.ogg file, no modifications made, and it will still play in a jukebox, therefore to replicate you need to simply type "/playsound records.ward @p" into your console.
This also occurs with other record files, such as blocks.ogg and cat.ogg
I cannot test whether or not ambiance music (such as calm1.ogg and hal1.ogg) work due to MC-19583
Edit: Custom sounds (I used Owl City's "Good Time" renamed "custom.ogg" and placed into the random folder, played with "/playsound random.custom @p") will work. Only records are giving me issues. work inconsistently, they worked when I first tested them, but further testing shows they do not work all the time.
Linked issues
Attachments
Comments 32
And now I can't get it to work. I however did have it working, so I'm probably doing something wrong.
I'm sorry, I can't hear anything. I even copied the sound out of the resource pack and tried in the default.
However, I again copied the custom.ogg file to the resource pack and it worked perfectly. It's just the record sounds
Yes, it's an issue, but custom sounds work, so that's a good thing.
I've uploaded the same resource pack with custom.ogg in case someone else wants to try.
Alright but still doesn't explain why we can't "add" sounds, and also why we can't use them in resource packs themselves. Sure it is possible to mess with your own assets root folder, but even in that read me it says that the folder will get auto-updated and synced, deleting anything that isn't supposed to be in there. So it looks like they are limiting this new sound feature to only work with sounds that are already in the game. Why is that? I should be able to use minecraft sounds, and add on-top of them for a better experience, but instead if we want to do anything we have to ruin minecraft sounds by overwriting them.
And even if they dont allow "adding" sounds, they've even limited the current sounds to a point of where it is impractical to do anything worth while. The play sound command can't even play the #'ed sounds, which would have been a great way to add in custom sounds, but that isn't be possible because they force us to use a random one of the numbered sounds.
So it still seems like nothing has been answered with why other tickets about adding sounds have been closed.
RingOfStorms: Grum said it was intentional in MC-19766, but hasn't given a reason. Last post there was August 8th.
Neospector: I am aware of that as I was following that ticket before it was marked closed, and I even talked about it previously. I am still trying to get a legitimate explanation besides just "Not a bug. Working as intended." Either they are too lazy to put it in, or they actually have some weird reason that so far doesn't make sense for restricting the sounds in the way that they are being restricted. It would be nice to get that real reason, as right now it all seems a bit... well nothing nice.
Sure we can download mods, or even make a mod to easily add in the feature, but that defeats the point. I'm just searching for the reason behind not being able to actually utilize what would be a great feature. Currently there isn't much you can do, or room for any amount of custom content for great ideas without ruining the integrity of the game itself from replacing the sounds of the game.
Stop discussing here. This ticket is still open.
BTW: Mojang has not to justify why something is implemented how it's implemented.
I have uploaded a resource pack.
Type /playsound random.test @a and it should play "11" the music disc.