mojira.dev
MCPE-104983

Sound of certain redstone components cannot be muted using the sound sliders in the settings

Bug description
In the 1.16.200.53 update the new sound sliders were added. However I have found an issue with certain redstone components. They ignore that the sliders are all down, unlike others.
The list of these components:

  • Activating dropper

  • Activating dispenser

  • Activating lever

  • Activating a button

  • Walking over tripwire

  • Breaking tripwire

  • Placing tripwire

  • Changing modes on a comparator

Expected result
When doing the actions mentioned above here, there will be no sound played while the sound sliders are down

Experienced result
All of these blocks still make sound, even though the sliders are down

Possible solution
You can always turn down the master volume or the sound slider in the audio settings, however this means all sounds will also turn down

How to fix
In my opinion droppers and dispensers should fall under a new slider, like on java, where they have their own slider.

For the other blocks I recommend putting them under the "Blocks" sound slider

This is just a suggestion, this does not have to be implemented but I wanted to show what how I would like to see it fixed

Video
If you turn your volume on you'll see that I have all the sliders down, but you can still here those blocks produce sound.

Sorry for the extremely bad quality, but my device can't handle the beta (when recording) very good. Hopefully is the sound reasonable.

Linked issues

Attachments

Comments

migrated

Can confirm.

GoldenHelmet

Possibly this issue is caused by MCPE-48919.

migrated

I agree with the OP. These volume sliders are nice but largely pointless if they don't affect the single most annoying sounds in the game.

I note the existence of:

  • MCPE-14420 dropper and dispenser sound is not directional (added to development teams bug tracker in 2016) and

  • MCPE-48919 Blocks that use click.ogg play at full volume (exists).

To me this indicates that the source of the issue is that these sounds do not exist within the volumetric volume system that all other game sounds inhabit and that are controlled by the new sliders. I think if the devs do not wish the move these sounds into the main volumetric audio space (likely because of the PVP trap consequences that may arise) then there should be an additional slider for "sounds that originate at player" or you know general Redstone sounds.

GoldenHelmet

Another factor here is that the volume sliders filter specific sound files/samples whenever they are played, instead filtering specific triggering events. For example, the sounds played when placing and breaking slime blocks are controlled by the Hostile Creatures slider instead of the Blocks slider. Based on this implementation, a slider for redstone components would also control menu click sounds.

Gamershy

I can actually explain immediately why this happened, for those of you still paying attention, as I actually fixed it in my resource pack ages ago.
The click sound that blocks use is the exact same as the menu click. Menu sounds are not considered part of the sliders, for whatever reason, and as such, you can always hear menu click even with all sliders (except for main volume) set to 0.

The developers, in a move I find incredibly lazy, used the "random.click" sound definition for the blocks as well, hence why directional sound didn't work properly for redstone clicks- it was playing the sound as if you were pressing buttons in, say, the pause menu.

The easy fix would've been to separate the sound definition to "menu.click" and then have another definition named "block.click" and have them use the UI and blocks respectively, which is what I did to fix the sound issue.

Source- Literally look in the UI code for the pause menu, crafting menus, main menu, etc and you'll see they call for "random.click". Go into "sound_definitions.json" and you'll see that random.click is defined as a UI sound. If you go into "sounds.json" you'll see that the dispenser sounds and whatnot all also call "random.click".
Literally just an oversight caused by a failure to do things thoroughly. I call it lazy cuz it was literally a 1 line of code fix.

ItsRichHeart

(Unassigned)

427058

Confirmed

Multiple

1.16.210.51 Beta, 1.16.200.53 Beta, 1.16.200, 1.16.201 Hotfix

1.17.20.20 Beta, 1.17.30

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