When a zombie takes damage or is dying, it is possible for its damage sound to play while the normal zombie growl is playing. (The same effect happens with all mobs that play a "growl" sound)
This hurts gameplay, because when fighting off a horde of zombies, the final one can troll the player into thinking there's another zombie somewhere, because it sounds like two zombies are making sounds
Comments 8
@Sonicwave, thanks for your support. This issue affects the sound a zombie makes whenever it takes damage, not just when it dies.
Still happens in 1.9.4.
This also can happen to pretty much every mob, perhaps the issue should be expanded to reflect that.
I can confirm that this bug existed ever since release 1.2.5 ! Not just on killing blows, but in fact on ALL strikes to a mob wether the mob gets killed or not has no importance. It just shows up more clearly when you kill a zombie and the moaning sound is STILL going on not only while the zombie is also saying its "ouch" sound, but for half a second more even after it has already despawned and disappeared from the screen !
All other games I know of can stop a sound after it started. For example you leave an area and the music fades out immediately, not 1 minute later when the entire soundtrack is finished, and then a new different music starts. Every game does that ! So why is it so hard to fix in Minecraft? Controlling sounds properly is part of basic game user interface ergonomics, right ?
The code wouldn't be so hard to do: Whenever ANY mob plays it's "hurt" sound, just stop that mob's other "vocal" sounds ! i.e. if the mob falls in water, and the mob gets hurt to, then the "water splashing" sound would not count as a "vocal" sound and thus would not get interrupted. Think of it as "mob mouth" and "'mob body" being two different sound sources, that both follow the mob around, and the "mob mouth" source should be able to play only one sound at a time: normal moaning/grunts/howls sounds, that can be interrupted, and their hurt sounds, which can't be interrupted.
Currently sounds have some link to their source at least in the form of orientation/distance or even full coordinates, because when you turn your head or move around, the left-right sound balance and the sound volume already get changed dynamically. So yeah I don't think it would be hard to make better use of that link between "soundsource" and "soundbeingplayedbysource" to make sure a "hurt" sound doesn't make you think there are suddenly two monsters nearby, when there is in fact only one.
And it's much more satisfying for the player to interrupt in full a monster. "shut up you meanie" you strike and it says "ouch" instead, is much more interactive than no matter what you do even manage to successfully kill the enemy, it's still going on moaning anyway. Gah.
I can reproduce it in 1.20.1 via spawning the zombie on a magma block. The zombie does a growl once when it spawns, which plays at the same time as the hurt sounds. However, after that it only makes hurt sounds.
edit: So basically the bug probably should be called "mob sounds don't get cut off by their hurt/dying sounds", unless there's some another way to reproduce this bug
Cam confirm, the mob idling sound should fade/cut off as the mob dies.