sound processing anomaly has been discovered in Minecraft, whereby the strength and perceived range of in-game sounds (e.g., piston activation sounds) seems to be strongly correlated with the player's camera view, rather than the actual position of the player entity. This issue was particularly noticeable when no occlusion was involved, simply by switching the player's viewpoint.
steps:
1 Place a piston nearby as a sound source.
2 Ensure that the player entity position is fixed.
3 In the first-person view, face the piston directly and activate it to record how strong or weak the sound is.
4 Without changing the position of the player's body, switch to a third-person view and activate the piston again, noting the change in sound.
Desired Behavior:
The perception of game sound should be based on the actual position of the player entity, and the audibility and attenuation of the sound should remain relatively constant regardless of changes in the camera viewpoint, as long as the position of the player entity remains constant.
Problems caused:
This issue may lead to inconsistencies in the player's perception of the game, affecting game realism and strategy development, especially in scenarios that rely on sound to judge the environment.
Linked issues
relates to 1
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Thank you for your report!
After consideration, the issue is being closed as Working as Intended.
Please note, that mechanics of the game may change between updates.
Things such as graphics, sounds, world creation, biomes, redstone, villagers, and animals may not work the same in current versions.
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Can confirm. Related to; MC-265863 MC-270592