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Tree Puncher

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  1. I figured it out, but I don't realy understand why it's working.
  2. Thank you for the quick response. Unfortunately, the error is still there.
  3. Hey guys, I have a problem playing custom sounds. I follow VSWEs tutorials on youtube. When I call Minecraft.getMinecraft().sndManager.playSound("example:wand", (float)x, (float)y, (float)z, volume, pitch); the SoundSystem-thread throws a NullPointerException. I register the sound in this class @SideOnly(Side.CLIENT) public class SoundHandler { @ForgeSubscribe public void onSoundsLoad(SoundLoadEvent event) { event.manager.soundPoolSounds.addSound("example:wand.ogg"); } } the file is in assets/example/sound/wand.ogg and I register my SoundHandler in my proxy on the client side only. MinecraftForge.EVENT_BUS.register(new SoundHandler()); this is the full errormessage 2014-01-19 21:49:02 [information] [sTDERR] Exception in thread "Thread-7" java.lang.NullPointerException 2014-01-19 21:49:02 [information] [sTDERR] at paulscode.sound.codecs.CodecJOrbis.readHeader(CodecJOrbis.java:448) 2014-01-19 21:49:02 [information] [sTDERR] at paulscode.sound.codecs.CodecJOrbis.initialize(CodecJOrbis.java:301) 2014-01-19 21:49:02 [information] [sTDERR] at paulscode.sound.libraries.LibraryLWJGLOpenAL.loadSound(LibraryLWJGLOpenAL.java:392) 2014-01-19 21:49:02 [information] [sTDERR] at paulscode.sound.libraries.LibraryLWJGLOpenAL.newSource(LibraryLWJGLOpenAL.java:640) 2014-01-19 21:49:02 [information] [sTDERR] at paulscode.sound.SoundSystem.CommandNewSource(SoundSystem.java:1800) 2014-01-19 21:49:02 [information] [sTDERR] at paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2415) 2014-01-19 21:49:02 [information] [sTDERR] at paulscode.sound.CommandThread.run(CommandThread.java:121) I hope you guys can help me
  4. Ok thank you for the idea kind sir. I will give it a shot.
  5. Java and opengl in 2d definitely. In 3d, i might need some time
  6. Hi guys I am working on a mod that helps building things in creative, kind of like WorldEdit, but with fancy guis and stuff. Now my question: Is there a (simple) way of rendering blocks with about 10% alphachannel as a preview? This was my inspiration: I just want the preview to show, which block it will become. Thank you for your time!
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