mojira.dev

NOoooo3333

Assigned

No issues.

Reported

View all
MC-269387 Mace sounds use the neutral sound category Fixed MC-268189 "block.vault.fall" uses placeholder sounds Fixed MCPE-178417 Error in silverfish in entity file in behavior packs Won't Fix MCPE-178265 Trident thunder sound definition schema error Community Consensus MC-267384 Unused duplicate wolf armor sound events Fixed MCPE-176939 Various blocks do not play the fall sound due to using the wrong key Fixed MCPE-176938 sounds.json in experimental_update_announced_live2023 is weird Works As Intended MCPE-176849 use.deepslate_bricks and fall.deepslate_bricks refer to non-existent sound Confirmed MCPE-176375 Unused sound event "hit.copper_bulb" and "fall.copper_bulb" Confirmed MCPE-173931 Tridents don't make channeling sounds when striking a lightning rod Confirmed

Comments

Cherry logs, nether logs, and blocks of bamboo were not fixed. These use separate sound types and do not use `use.wood` as their item.use.on sound.

It is still in issue in the latest Preview

This was fixed in 24w21a

This is because the subtitle key for item.mace.smash_air is "subtitles:item.mace.smash_air" instead of "subtitles.item.mace.smash_air" (a period is a colon).

Sponge drying in Nether and donkeys/mules jumping was fixed in 24w09a

It calls the correct sound event, it's just that the sound event plays the wrong sounds. The file is sounds.json.

Coral blocks actually use "sounds": "stone". Since "sounds" is not a valid key in blocks.json, they default to using the "normal" sound type instead, which sounds very similar to stone.

This appears to affect 1.17.0.50 at earliest and still affects 1.20.60.26.

 This bug was fixed in 23w44a.

Code analysis in net/minecraft/world/level/block/state/properties/BlockSetType.java:

public static final BlockSetType COPPER = BlockSetType.register(new BlockSetType("copper", true, false, PressurePlateSensitivity.EVERYTHING, SoundType.METAL, SoundEvents.COPPER_DOOR_CLOSE, SoundEvents.COPPER_DOOR_OPEN, SoundEvents.COPPER_TRAPDOOR_CLOSE, SoundEvents.COPPER_TRAPDOOR_OPEN, SoundEvents.METAL_PRESSURE_PLATE_CLICK_OFF, SoundEvents.METAL_PRESSURE_PLATE_CLICK_ON, SoundEvents.STONE_BUTTON_CLICK_OFF, SoundEvents.STONE_BUTTON_CLICK_ON));

This defines copper blocks to use SoundType.METAL, which is the wrong one.

This still affects 1.20.40.20. IN 1.20.40.20, when a player creates mud, it uses bottle.empty's sound, but not JE's entity.generic.splash sound. Additionally, dispensers still make the old random.splash sound.

Along with the fix made by Avoma, include:

public SoundSource getSoundSource() {
        return SoundSource.PLAYERS;
    }

This makes all other sounds, such as splashing and sliding down a honey block use the Players category.

I think that the resolution of this bug as a duplicate is an error. The moderator GoldenHelmet told me in the comments of MCPE-43402 to create this as a new bug report.

I can reproduce it in beta 1.20.20.22. Are you sure that when testing, you are pushing/pulling the horse, and not riding it?

This is fixed in beta 1.20.20.20

I don't hear anything in 1.20.20.20.

In 1.20.20.20, it only makes the sound when a mob is struck, but in Java Edition, it also makes the sound when a lightning rod is struck.

Load more comments