mojira.dev
MC-36360

No player sound when "Friendly Creatures" are turned off

Many player sounds are effected by the Friendly Creatures volume setting, such as

  • hitting blocks (with a tool or your fist)

  • placing blocks

  • footsteps

  • throwing 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.

Related issues

MC-37997 Sound bug MC-38253 Bow Issue MC-38587 Block mining sound is placed under the "Friendly Creatures" sound setting MC-40499 Block breaking sound in wrong category MC-41166 Walking sound volume is effected by the "Friendly Creatures" volume slider. MC-42331 Player sounds are afected by Friendly Cratures sounds MC-42332 No block breaking sound when "Friendly Creatures" are muted. MC-44262 Friendly Creatures can be silenced, but so will your footsteps. MC-52475 Mining sound turns off when friendly mob noise is turned off MC-52745 Arrow firing sound is controlled by "friendly creatures" volume slider MC-55512 Sonds Are Messed Up. MC-56443 Redstone lamp, glass panes and glass block placement sound in friendly creatures slider not the blocks slider MC-58006 Splash Potions use Friendly Creatures Sound Option MC-59444 Bow shooting sound bad categorized. MC-63897 Friendly Creatures sound option affects block breaking sounds and bow sound MC-64514 Placing glass-type blocks plays sound while block sounds are off. MC-64687 Gravel Sound controlled by friendly mobs slider MC-66339 Player footsteps are controlled by the Friendly Creatures slider MC-71429 Blocks are friendly creatures? MC-71640 Sound of tilling with a hoe is affected by the Friendly Creatures slider in sound options MC-73811 When you turn your friendly creatures sound down when i place glass i can't hear the place sound MC-73813 When you turn friendly Creatures bar down you can't hear arrows MC-75943 Friendly Creatures slider in music and sounds also controls step sounds. MC-76687 Block breaking sound under Friendly creatures MC-78609 Walking and block hitting sounds changed by "friendly mob" sounds filter. MC-81184 Turning the "Friendly Creatures" toggle off turns the sounds for things like ice and grass off too. MC-90865 Friendly creatures volume slider

Attachments

Comments

migrated
[media]
John Summers

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.

nate_dawww

Can confirm. Just seems to be a category problem.

Victor Uwe Vanderlinde

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.

branza

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).

John Summers

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.

Soitora

So what should the new title be? Since I do not experience these bugs anymore (Playing with every sound on), I do not know.

John Summers

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.

Soitora

Okay, John. That was much better then what I wrote, I added it.

Thanks.

John Summers

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.

webchimp

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,.

Itouch2

Confirmed for 14w25b.

kazblox

confirmed for 14w27b

Mike B

confirmed for 14w31a.

Christian DeVivo

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).

Sonicwave

Also happens when tilling dirt with a hoe, as in MC-71640.

nate_dawww

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...

Sonicwave

Confirmed for 1.8.1-pre2.

BoxFigs

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.

Sonicwave

Oddly enough, swimming is split up into several different events for players, passive and hostile mobs, but walking isn't.

BoxFigs

I know, right? Each sound event should cover only one in-game event.

nate_dawww

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.

Sonicwave

Still an issue in 1.8.1-pre3.

KingSupernova

MC-71640, MC-56443, MC-48087, MC-42132, MC-41865, MC-38587, and MC-36360 are all about the same bug. They should be assimilated into this one.

Sonicwave

Confirmed for 1.8.8 and 15w31a.

Robin Hood

Confirmed for 15w36c

Please Fix this.

Robin Hood

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

Swekob

Confirmed for 15w43b.
Picking up experience orbs doesn't play a sound either.

Swekob

Confirmed for 15w43c.

Swekob

Confirmed for 15w44a.

Swekob

Confirmed for 15w46a

Esophose

Confirmed for 1.10

Ohtacaro

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.

violine1101

For reference: There is a new ticket about this: MC-115643

Richard Felder

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.

Soitora

Agnes Larsson

Confirmed

Minecraft 13w43a, Minecraft 1.7.2, Minecraft 1.7.5, Minecraft 14w11b, Minecraft 1.7.6-pre1, ..., Minecraft 15w43c, Minecraft 15w44a, Minecraft 15w46a, Minecraft 1.10, Minecraft 16w41a

Minecraft 16w44a

Retrieved