The issue seems to be the music system now only plays music files from the “music.game” section of the sounds_definitions.json files. For testing, I created the following sound definition file and packaged it as a global resource:
No matter what biome you are in in the overworld, you will only hear One More Day.
Note that if you are in Creative Mode that mode’s music does play as before. (But it seems the Creative Mode music definitions are hard coded somewhere as there are no definition entries for it in Bedrock.)
This may not be a bug. All non-marketplace add-ons need to add the following section merged into their manifest to prevent achievements being disabled:
I believe this is the Nvidia App causing this issue since it updates the Minecraft preferences to what it believes they should be set to when you launch the game.
This is probably related to the same issue that is causing the Warden stirring sounds not to play, and the puffer fish to no longer have any audio since .70.xx
This is also affecting the Warden warning sounds - they no longer play in any new world. You hear the shrieker and heartbeat, but the Warden stirring et al, are no longer heard. Makes things quite scary when he does emerge without warning. Tried adjusting the volume levels for various categories but it did not make a difference. Two worlds I've created since the 1.21.70-20 release last week have continually had this problem described in the issue.
Fixed in 1.21.51 & 1.21.60-24. Super-fixed, in fact. Here a quick test result from one of my test seeds:
-7715933454100370463 X -80 Z -40 Hearts: 29 (wow!)
It probably isn't necessary to increase the search volume X 2, Z 2, Y 9 as I noticed in the new implementation of the feature search, but if the performance isn't hurt by that size volume, then there's no harm in it, either.
Java Edition should probably be brought into parity with Bedrock after this change since this number of Hearts should make finding a Creaking in those small-sized Pale Garden biomes more common.
Roughly two weeks ago MSI released a new Realtek USB audio driver for their motherboards and after updating it and changing my audio format settings back to 48KHz 32-bit Minecraft Preview 1.21.60-21 is now working for me with that audio format. Keeping my fingers crossed that this continues to be the case!
@Gb16 The reduction in Hearts on Java didn't solve the problem. Bedrock is still rarely placing Hearts and does not match. See my new results table in the description.
to include "Echo in the Wind" in the lush caves, which was recently added in the 1.21.20-21 Preview. If you install this add-on in 1.21.1, it will also fix the missing music in the lush caves.
with a few tweaks. Some of the music I had lowered the volume on seemed too low compared to the music from 1.21. (E.g., Ancestry is now 10% louder than the previous version of the mcpack.)
Since ogg-free mcpacks are being posted, here's a version for 1.21 I've been working on for the better part of a year. This version is different from parity in that I adjusted the volume of many of the tracks. Many of the classic tracks (especially the End music) use a volume level which is too low. Some of the modern tracks were still too loud, even with the Java Edition volume levels. I turned down the volume on Ancestry and Deeper in the Deep Dark since they often were drowning out the sounds of shriekers unless the master music volume was set low, for example.
This mcpack has a minimum engine version of 1.21.0, so it won't work on 1.20. Import it into Preview (or 1.21 when it's released in a few weeks) go to Global Resources and add it there. These instructions are for Bedrock on Windows; I don't know if it is possible to use on console and mobile.
I have also noticed with the Trail Ruins fix and change to match Java positioning there are instances where the Trail Ruins structure fails to generate despite the locate command indicating there is one there. Additional example seed: 3135067324170344150, X: 1720, Z: -960.
The issue has become worse with the 1.20.60.23 release. Allays never play their happy sound effect anymore - they always sound sad, even when given a fresh item to hold.
The issue seems to be the music system now only plays music files from the “music.game” section of the sounds_definitions.json files. For testing, I created the following sound definition file and packaged it as a global resource:
No matter what biome you are in in the overworld, you will only hear One More Day.
Note that if you are in Creative Mode that mode’s music does play as before. (But it seems the Creative Mode music definitions are hard coded somewhere as there are no definition entries for it in Bedrock.)
This may not be a bug. All non-marketplace add-ons need to add the following section merged into their manifest to prevent achievements being disabled:
Issue is present in 1.21.70 retail release.
This is fixed in 1.21.70-25. Thanks!
I cannot edit my own issue for some reason. This bug is still occurring in 1.21.70-24.
I believe this is the Nvidia App causing this issue since it updates the Minecraft preferences to what it believes they should be set to when you launch the game.
This is probably related to the same issue that is causing the Warden stirring sounds not to play, and the puffer fish to no longer have any audio since .70.xx
This is also affecting the Warden warning sounds - they no longer play in any new world. You hear the shrieker and heartbeat, but the Warden stirring et al, are no longer heard. Makes things quite scary when he does emerge without warning. Tried adjusting the volume levels for various categories but it did not make a difference. Two worlds I've created since the 1.21.70-20 release last week have continually had this problem described in the issue.
Using Bedrock on Windows 11. 32GB of RAM.
Fixed in 1.21.51 & 1.21.60-24. Super-fixed, in fact. Here a quick test result from one of my test seeds:
-7715933454100370463 X -80 Z -40 Hearts: 29 (wow!)
It probably isn't necessary to increase the search volume X 2, Z 2, Y 9 as I noticed in the new implementation of the feature search, but if the performance isn't hurt by that size volume, then there's no harm in it, either.
Java Edition should probably be brought into parity with Bedrock after this change since this number of Hearts should make finding a Creaking in those small-sized Pale Garden biomes more common.
Roughly two weeks ago MSI released a new Realtek USB audio driver for their motherboards and after updating it and changing my audio format settings back to 48KHz 32-bit Minecraft Preview 1.21.60-21 is now working for me with that audio format. Keeping my fingers crossed that this continues to be the case!
@Gb16 The reduction in Hearts on Java didn't solve the problem. Bedrock is still rarely placing Hearts and does not match. See my new results table in the description.
Updated
[media]to include "Echo in the Wind" in the lush caves, which was recently added in the 1.21.20-21 Preview. If you install this add-on in 1.21.1, it will also fix the missing music in the lush caves.
Updated my 1.21
[media]with a few tweaks. Some of the music I had lowered the volume on seemed too low compared to the music from 1.21. (E.g., Ancestry is now 10% louder than the previous version of the mcpack.)
Since ogg-free mcpacks are being posted, here's a version for 1.21 I've been working on for the better part of a year. This version is different from parity in that I adjusted the volume of many of the tracks. Many of the classic tracks (especially the End music) use a volume level which is too low. Some of the modern tracks were still too loud, even with the Java Edition volume levels. I turned down the volume on Ancestry and Deeper in the Deep Dark since they often were drowning out the sounds of shriekers unless the master music volume was set low, for example.
This mcpack has a minimum engine version of 1.21.0, so it won't work on 1.20. Import it into Preview (or 1.21 when it's released in a few weeks) go to Global Resources and add it there. These instructions are for Bedrock on Windows; I don't know if it is possible to use on console and mobile.
Now occurs on stable release 1.20.70/71 as well. On both new worlds and old worlds with all experiments disabled.
I have also noticed with the Trail Ruins fix and change to match Java positioning there are instances where the Trail Ruins structure fails to generate despite the locate command indicating there is one there. Additional example seed: 3135067324170344150, X: 1720, Z: -960.
The issue has become worse with the 1.20.60.23 release. Allays never play their happy sound effect anymore - they always sound sad, even when given a fresh item to hold.