Many player sounds are effected by the Friendly Creatures volume setting, such as
hitting blocks (with a tool or your fist)
placing blocksfootstepsthrowing eggs, splash potions
shooting bows
This makes sense from a logical standpoint; players are, technically, friendly animals. However, it doesn't make sense from a practical standpoint. When I'm working on or near my farm and my 200 sheep are driving me insane, I want to turn THEM off, not myself.
And even if it's intentional design — which I hope it isn't — it's still inconsistent. Player sounds like breaking blocks (different from only hitting them), eating food, and taking fall damage are unaffected by the Friendly Creatures volume setting.
Things also discovered to be affected is snowballs, eggs, and arrows launched from a dispensers. Throwing a fishing rod is also affected, but that might belong to the same category as Throwing Projectiles.
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You also can't hear the 'hitting' sound when you're breaking blocks with Friendly Creatures turned off. I think it's the same block-dependent sound that footsteps play.
Can confirm. Just seems to be a category problem.
Yeah, I think it's because the player himself is considered a "friendly creature". It is correct, but I think they should add Players as exceptions on the sound one, and create a sound category specifically to players.
Still hasn't been fixed in 14w04b. The title should be changed, it doesn't affect all sounds, only stepping and block hitting sounds (the sound when you hit the block before the block breaks).
Throwing projectiles such as eggs and shooting a bow are both effected by the Friendly Creatures sound option, as well. Strangely, eating food isn't effected.
I also recommend clarifying the title and/or description. Reading the title and description alone, without reading the comments, it's not difficult to miss that player sounds are effected.
So what should the new title be? Since I do not experience these bugs anymore (Playing with every sound on), I do not know.
Title:
No player sound when friendly creatures turned off
Description:
Many player sounds are effected by the Friendly Creatures volume setting, such as hitting blocks (with a tool or your fist), footsteps, throwing eggs, and shooting bows. This makes sense from a logical standpoint; players are, technically, friendly animals. However, it doesn't make sense from a practical standpoint. When I'm working on or near my farm and my 200 sheep are driving me insane, I want to turn THEM off, not myself.
And even if it's intentional design — which I hope it isn't — it's still inconsistent. Player sounds like breaking blocks (different from only hitting them), eating food, and taking fall damage are unaffected by the Friendly Creatures volume setting.
Okay, John. That was much better then what I wrote, I added it.
Thanks.
No problem. I also JUST discovered that snowballs, eggs, and arrows launched from a dispenser are also effected by the Friendly Creatures volume setting, which is just silly because there's no creatures involved in that at all. Droppers don't have this problem, but droppers also play different sounds, so it's definitely related to this sound category bug.
[Edit] Can add casting a fishing rod to the list of effected player sounds. Though I think it's the same sound file as throwing projectiles.
I've been having a bit of an experiment with this (14w11b), like other people I've had Friendly Creatures turned down because of animal farms and didn't realise until now that that was what was causing the no-footstep sounds.
Turned everything else down and Friendly Creatures up and tested walking on stuff.
Dirt, gravel & wood I can hear fine.
Snow is very quiet.
Grass and stone are virtual too quiet to hear unless I crank the volume on the stereo up and that makes the other sounds too loud.
Maybe this sort of stuff could be placed under Player sounds.
Also I've just realised that turning Blocks down makes doors and chests far less annoying,.
Confirmed for 14w25b.
confirmed for 14w27b
confirmed for 14w31a.
Confirmed for 1.8. Also I don't get why players being considered "friendly creatures" has anything to do with it, given that there is also a "Players" slider for audio as well. "friendly creatures" should just be bats, sheep, cows, pigs, chicken, rabbits (may have missed one or two).

Also happens when tilling dirt with a hoe, as in MC-71640.
As I mentioned in MC-38587, it might be that you will have to have duplicate sound assets since some sound calls would require that they exist in two different categories.
What this really means is that the sound calls themselves are what need categories, rather than the sounds themselves...

Confirmed for 1.8.1-pre2.
This is because all the sounds made by non-mob entities (such as arrows, snowballs, eggs) belong to the Friendly Creatures category, when they should belong to a separate category.
Also, all step sounds and block cracking sounds use the same group of sound events (such as "step.stone"). All these sound events belong to the Friendly Creatures category, but their individual instances fit into multiple categories. What would fix this is separating the individual instances of these events (players walking, hostile mobs walking, passive mobs walking, and blocks cracking) into their own sound event and categorize them accordingly.

Oddly enough, swimming is split up into several different events for players, passive and hostile mobs, but walking isn't.
I know, right? Each sound event should cover only one in-game event.
They do this to save resources so that they don't have to have multiple instances of the same sound asset, as well as the fact that it's easier to keep track of.
What they need to do is distinguish between sources of sound, rather than the sound files themselves. However, the sound engine in Minecraft is not, I suspect, all that robust.

Still an issue in 1.8.1-pre3.

Confirmed for 1.8.8 and 15w31a.
Confirmed for 15w36c
Please Fix this.
Confirmed for 15w37a.
Note:
"placing blocks", seems to be fixed.
Now this still remains:
hitting blocks (with a tool or your fist)
footsteps
throwing eggs, splash potions
shooting bows
Confirmed for 15w43b.
Picking up experience orbs doesn't play a sound either.
Confirmed for 15w43c.
Confirmed for 15w44a.
Confirmed for 15w46a
Confirmed for 1.10

Semi-Confirmed for 1.14 pre-release 4.
Was disabling the sound for friendly creatures and suddenly I could not hear the mining of a block sound. However, this seems to be the only sound that is placed in friendly creatures audio channel. The sound for a block when it has broken still appears to be in the correct audio channel.
For reference: There is a new ticket about this: MC-115643
Confirmed for 1.16.4, can't hear item frames, paintings, armor stands, tridents. Those are just a list I have came up with. There must be much more.