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MCPE-35222

Sounds of some entities do not fade or cut off, even if we are very far from them

  • Some mobs like phantom, ghasts and possibly more entities always make the same amount of sound even when we are away from them and sound does not get any lower or we stop listening

Device: LG K10

Note: the following information was provided by [~Doubletoad74] in a comment on MCPE-51049

Just a bit of information on ghasts: For some reason, ghast sound drop off over distance is very low. This means ghasts will likely sound the same or similar when going at survival speeds (walking, sprinting, flying with an elytra, or more related). The vanilla resource pack's sound.json file set all ghasts sounds to 600.0 volume, but this does not determine how loud the ghast actually is. It instead determines the distance where the sound will be completely cut off, not lowering the actual drop off at all. The equation for this is the following:

volume * 16 = sound distance

Anyone within that radius will have sounds play internally, no matter if the sound drop off permits it or not. However, that number for ghasts is way too high anyway. If my calculations are correct, that would mean that ghast sounds only cut off when the player is 9600 blocks away. To confirm this, running the command /summon ghast ~ ~-5000 ~ will still play ghast sounds. At this distance however, it's kind of hard to hear, but the fact that someone can hear it is likely not intended by Mojang.

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[media][media][media]
[Mojang] Mega_Spud (Jay)

Cleaning up old tickets: This ticket has not been updated recently (~7 months+) so is being closed as Cannot Reproduce. If you feel this is still a valid issue and is affecting the most recent versions, then please comment, or create a new ticket following the Issue Guidelines.

Quick Links:
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Happens to me as well in bedrock

 

GoldenHelmet

The ghast issue is very disorienting when 2 or more players are in different parts of the Nether. You hear the sounds of ghasts around other players as if they are near to you.

As for phantoms, I don't know that I've ever heard them make a sound.

Makzevu

My friends on Xbox One don't have a problem with hearing ghast swooping sounds. They hear it perfectly fine, but unless I use a resource pack that boosts the swooping sound file manually, I experience jump-scares when getting attacked by phantoms on Windows 10. 

The ghast and phantom issues seem different and might need their own reports, likely with this report being the ghast one.

migrated

I was always fairly certain that the Ghast sounds are meant to be heard from far away, as they are big mobs and very scary to fight. I think the phantoms operate the same way, as they already spawn a fairly far distance away from you, and it acts as an alert so you know they are there.

GoldenHelmet

The reason Ghast sounds do not get lower with distance is that in the vanilla resources sounds\sound_definitions.json all of the ghast sound definitions include

"min_distance" : 100.0,

min_distance sets the distance in blocks at which a sound begins to attenuate.

I have attached a workaround/fix pack that sets min_distance for ghast sounds to 32:

[media]

. I thought this would be about right because, as the previous commenter said, ghasts are big and scary so they should be heard clearly from some distance. Ghasts target players from 28 blocks away (unless they are hit first) and they follow from up to 64 blocks away, so I thought 32 blocks would be a fair distance to have them start getting quieter.

The difference between vanilla and 32 blocks is noticeable but not dramatic:

[media]

demonstrates this with ghasts spawned in the void 95 blocks below the player, first in vanilla and then with the pack. Analysis of the sound track in the video shows an 8.8 dB difference:

[media]

Based on these results I think it might be better to make the attenuation start even sooner, but that's not my call to make.

One further note, for some reason the ghast death sounds cuts off abruptly at 4 chunks away horizontally. I think that's the default max_distance for sounds, but I don't see a reason in the vanilla resources why the default max applies to ghast death but not other ghast sounds.

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Multiple

Android 6.0

sound

1.18.30.29 Preview, 1.18.30.28 Beta, 1.18.30.27 Preview, 1.18.30.26 Beta, 1.18.30.23 Preview, ..., 1.18.2 Hotfix, 1.18.10, 1.18.30.21 Preview, 1.18.30.20 Beta, 1.18.12 Hotfix

1.19.70.23 Preview, 1.19.70

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