mojira.dev
MCPE-189875

1.21.60 sounds do not match Java Edition

Relates to MCPE-187380 and MCPE-180966 (all sound parity issues since 1.21.0).

Sounds may differ in name (used in commands to play sounds), definition (sound files, attenuation distance, and category), or implementation (how the event is played: pitch, volume, in-game context).

See table below. Note the [MISSING] does not mean the sound is silent in-game; it means there is no corresponding sound event in Bedrock Edition. Thus, these sounds cannot be controlled separately in Bedrock, unlike Java.

✅ means definition exactly matches Java

🟨 means definition matches Java except for attenuation style (explanation below table)

❌ means definition does not match Java

Java Sound Event

Bedrock Sound Event

Name Matches

Definition Matches
(sound_definitions.json)

Implementation Matches (sounds.json)

block.cave_vines.place

block.cave_vines.place

❌ Event is not used in-game.
"dig.cave_vines" is incorrectly used instead.
Pitch differs

block.weeping_vines.break

block.weeping_vines.break

❌ Pitch differs

block.weeping_vines.fall

block.weeping_vines.fall

❌ Volume and pitch differ

block.weeping_vines.hit

block.weeping_vines.hit

❌ Volume differs

block.weeping_vines.jump

block.weeping_vines.jump

❌ Event does not exist on Java

❌ Should use block.weeping_vines.step.
Volume differs

block.weeping_vines.land

block.weeping_vines.land

❌ Event does not exist on Java

❌ Should use block.weeping_vines.step.
Volume differs

block.weeping_vines.place

block.weeping_vines.place

❌ Pitch differs

block.weeping_vines.step

block.weeping_vines.step

❌ Volume differs

[MISSING]

block.weeping_vines.use

❌ Uses overworld vine sounds.
Event does not exist on Java

❌ Should use block.weeping_vines.place

block.iron.break

break.iron

🟨 Attenuation is not linear

block.iron.fall

[MISSING]

❌ Should use block.iron.fall.
Volume and pitch differ

block.iron.hit

hit.iron

🟨 Attenuation is not linear

❌ Volume differs

block.iron.place

place.iron

🟨 Attenuation is not linear

block.iron.step

step.iron

🟨 Attenuation is not linear

❌ Volume is incorrect for step, land, and jump.
Pitch is incorrect for jump

block.iron_door.close

close.iron_door

🟨 Attenuation is not linear

block.iron_door.open

open.iron_door

🟨 Attenuation is not linear

block.iron_trapdoor.close

close.iron_trapdoor

🟨 Attenuation is not linear

block.iron_trapdoor.open

open.iron_trapdoor

🟨 Attenuation is not linear

item.shovel.flatten

use.grass

❌ Sound files are in sounds/block/grass/
instead of sounds/item/shovel/ folder.
Attenuation is not linear

❌ Pitch should be 1.0

item.axe.strip

use.wood

🟨 Attenuation is not linear

❌ Pitch should randomly be either 1.0 or 0.85.
Volume should be 0.9

item.hoe.till

use.gravel

❌ Unique till sounds (till1-4) are missing.
Attenuation is not linear

❌ Pitch should be 1.0

* Yellow markers (🟨) indicate that the definition is a perfect match, but the "max_distance" field has not been set to 16.0, so the sound event will have exponential attenuation instead of Java's linear attenuation.

    • Sounds which play at volumes greater than 1.0 will need a matching "max_distance" field. For example, explosions play at 4.0 volume, so their max_distance must be set to 64.0 blocks to achieve the correct linear attenuation.

  • iron block sounds are incorrectly using the step sound for item.use.on, while they should be using the place sound. The pitch should be 0.8, not 1.0.

  • Wooden slabs now make strip wood sounds when placing the second slab due to MCPE-79659.

  • The new sound files added for weeping vines are redundant. These same sound files already existed in the sounds/dig and sounds/step folders. This is a waste of file space.

  • Resin sounds from 1.21.50 are set up perfectly in sounds.json to match Java Edition. This implementation should be reused for all future sound sets.

 

Linked issues

Comments 2

The disparity of exponential vs. linear attenuation is already tracked for all sounds at MCPE-168744.

Replying to GoldenHelmet:

Understood. I added the exponential vs linear information to the table because some 1.21.60 sounds actually do use linear attenuation. Setting a max_distance value causes a sound to attenuate linearly, so all the max_distance: 16.0 sounds match Java Edition attenuation.

AgentMindStorm2

(Unassigned)

1414525

Confirmed

Multiple

Windows 10

sound, vanilla-parity

1.21.60.27 Preview, 1.21.70.20 Preview

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