Context
There are two ways to write a sound_definitions.json
file, both of which are used by vanilla:
Put all the sound event keys in the root
Put all the sound event keys in a
sound_definitions
object, next to aformat_version
(1.14.0)
The bug
When using the former style, the pitch
option in sound event entries is ignored.
How to reproduce
Download the attached world
Press the button on the left, then the right
β β Β Both sound identical
The resource pack contains a single sound_definitions
file with pitch
specified, so they should sound different.
Expected behavior
Either the pitch should work properly just as it does when using the modern sound definitions format, or the game should alert you with a content log error that the field is being ignored.
Linked issues
is duplicated by 1
Attachments
Comments 11
Our testers cannot reproduce this in the latest version - could this possibly be an issue with a pack that you are using?
Are the testers using the attached world or a different one? If the latter, I'd be interested to see the setup. Is it hardware-specific? For now I can still reproduce on latest 1.18.10 on Windows 10 and on my android phone.
[media]
Anyone from the future: use "format_version":"1.14.0"
and wrap your sounds in a sound_definitions
block to fix this.
Thank you for your report!
However, this issue has been temporarily closed as Awaiting Response
This ticket hasn't been updated for some time - is this still an issue in the latest version? If so, could you please add the latest affected version, or comment if this is no longer an issue.
Also, if there any further steps to reproduce the issue, please include them when possible.
This ticket will automatically reopen when you reply.
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