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Quaival

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Assigned

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Reported

MCPE-220960 Vibrant Visuals: Signs using Black Ink and Glow Ink Sac appear incorrect Awaiting Response MCPE-220956 Cannot read Sneak button state while riding, even when Dismount is disabled Unconfirmed MCPE-182172 Event playerInteractWithBlock called multiple times Works As Intended

Comments

I have discovered the exact same issue, but I have found a solution using a custom resource pack.

In the sound_definitions.json file, you can define a sound effect or music to have a max-distance. Looking at existing sounds, effects have a distance of 16.0 and music has a distance of 64.0, which matches your observations.

You can create your own resource pack with a custom sound_definitions.json file that gives alternative options for each sound you want to play without fading.

This gives 2 options, either you can set the category to “music” which defines it as an ambient sound. This is ideal if you want all players to hear the sound. For example:

{
    "format_version": "1.20.20",
    "sound_definitions": {
        "record.wait_custom": {
            "category" : "music",
            "stream" : true,
            "volume" : 0.50,
            "max_distance" : null,
            "min_distance" : null,
            "sounds": [
                "sounds/music/game/records/wait"
            ]
        }
    }
}

Or, for each sound, set the max_distance to a higher number. This is better if you only want players in the region to hear the sound. For example:

{
    "format_version": "1.20.20",
    "sound_definitions": {
        "record.wait_custom": {
            "category" : "record",
            "stream" : true,
            "volume" : 0.50,
            "max_distance" : 1000,
            "min_distance" : null,
            "sounds": [
                "sounds/music/game/records/wait"
            ]
        }
    }
}

Use the option that best suits your world. Once you have loaded this resource pack into your world, you can use "/music play record.wait_custom 1" to play it and it will sound equally.

See https://learn.microsoft.com/en-us/minecraft/creator/documents/addcustomsounds?view=minecraft-bedrock-stable for more detailed instructions.

If you don’t want to use a custom resource pack, then I would suggest using multiple /playsound commands, each using locations are 16 (ir 64) blocks apart. This should give an even sound between these locations.


Mojang - despite this solution, I don’t think this command is working perfectly as expected. The sound always emits from the player’s location at the time the command was set. If the music is on loop then it plays from the new location of the player at the point the music restarts, meaning the music will suddenly startup again on full volumne. In reality, I have no control where to make the sound emit from. It only works ideally when using a sound that is specifically designated as “music”

I would expect that /music should always ignore the settings in the sound and play evenly to all players. I would use /playsound if I wanted it pinpointed to a location.

Corrected screenshot showing Light Blue dyed sign

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In addition, I have observed that using dye on a sign does not appear to change the color while using Vibrant Visuals. All text is black.

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