The clicking sound made by Droppers and Dispensers stays at the same volume when you move away from it in any direction, until it just stops when you walk out of it's range.
I would expect the sound to be directional, like the other sounds in game made by mobs and doors etc, and to fade out as you move away.
To reproduce, create a simple redstone clock setup as pictured in the attached image, and move away from the clicking Dispenser/Dropper.
Linked issues
is duplicated by 1
relates to 5
Attachments
Comments 16
I am afraid we can not reproduce this bug in the recent version. Please update affected versions if this bug still occurs.
Still an issue in 0.15.3; dropper and dispenser sound is at the same full volume until you're out of range, when it stops. (It should fade)
I've attached a resource pack that fixes this issue:
[media]Here is a demonstration of the fix:
[media]Code/data analysis:
Sound directionality is determined by the true/false value given to "is3D" in the "sounds" part of individual sound definitions in sounds\sound_definitions.json
. It appears that the default value is "true" for every sound except random.click
. The attached pack fixes this bug by inserting "is3D"
and "min_distance"
into the following section of sound_definitions.json
:
"random.click" : {
"__use_legacy_max_distance" : "true",
"min_distance" : 1.5,
"category" : "ui",
"sounds" : [
{
"load_on_low_memory" : true,
"is3D" : true,
"name" : "sounds/random/click",
"volume" : 0.20
}
]
},
The "min_distance" : 1.5
makes the attenuation begin at 1.5 blocks from the source. I tested several values and felt that this was most balanced. Without it the sound drop-off is too much, and with a higher value the sound drop-off is not as noticeable.
Confirmed on Samsung Galaxy S6 (SM-G920W8), Android 5.1.1 MCPE 0.14.3 single player creative.
Compare with any door in the same circuit: you'll hear the intensity of the open/close sound decrease gradually as you move away from the door.