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xFyreStorm

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    I <3 Video Games

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  1. I know, I meant, in Audacity, is all your doing to change the speed 'Effect -> Change Speed/Tempo', at the top. Because that's probably the best way to change it. My guess is you probably are, in which case, it should be working.
  2. What are you using to change the speed? Are you just using Effect -> Change Speed/Tempo? Because if you're doing that, and saving it as just a plain .wav, it should be working just fine. You could also try saving it as a .ogg and seeing if that'll work. I'm not really an expert in this stuff by the way, so your guess might be as good as mine.
  3. How exactly are you editing the file? My guess is when you save it as the shorter and faster file, you're changing the codec, which is why you get the "Unsupported audio format in method 'initialize'". It's trying to load it up as a .wav, when in reality the file isn't a .wav, or at least the kind of .wav it's looking for. The error itself is specifically a paulscode Sound System error, and I've definitely ran in to it before when trying to set up the Sound System for one of my own games. And I've come to the conclusion that worldObj.playSound doesn't work clientside any longer. If you want to play sounds, it must be done from serverside. At least when using playSound from worldObjs.
  4. Go right ahead. And although I know sounds will play, I've still got my work cut out for me making it actually work in the situations I want it to. Because a lot of sounds don't play under an item. I'll be sure to leave anything I find out here though, for anyone else with the same problem.
  5. Wow, I did not expect that to work! Meaning: it worked! I guess it DOES matter what situation you use it in the new system. This par3EntityPlayer.worldObj.playSoundAtEntity(par3EntityPlayer, "borderlands:gunshot", 1.0F, 1.0F); And this par2World.playSoundAtEntity(par3EntityPlayer, "borderlands:gunshot", 1.0F, 1.0F); Worked completely fine under onItemRightClick, with my old loading method and your version, which means I'm probably going to have to go through all the places I use sound and try and find a worldObj and/or entity that will correctly play the sound. I at least know the sounds WILL play in 1.6.2 now, I just need to figure out under what conditions, since the ones I used to use them in aren't working any longer.
  6. Prints fine, just as I've said it has. I'm either playing the sound under the wrong conditions, or it's just plain not playing. Will ANY worldObj work for playing the new sound system? Like I said, in 1.5, all these sounds worked perfectly fine in the situations I tried to use them in. There are literally no pointers to what could be going wrong. Class with check: package assets.borderlands; import net.minecraftforge.client.event.sound.SoundLoadEvent; import net.minecraftforge.event.ForgeSubscribe; public class Gunshot_Sound { @ForgeSubscribe public void onSound(SoundLoadEvent event) { try { event.manager.addSound("borderlands:gunshot1.wav"); System.out.println("Check."); } catch (Exception e) { System.err.println("Gunshot sounds error"); } } } Console: 2013-07-26 19:52:36 [iNFO] [sTDOUT] Starting up SoundSystem... 2013-07-26 19:52:36 [iNFO] [sTDOUT] Check. 2013-07-26 19:52:36 [iNFO] [sTDOUT] Initializing LWJGL OpenAL 2013-07-26 19:52:36 [iNFO] [sTDOUT] (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org) 2013-07-26 19:52:36 [iNFO] [sTDOUT] OpenAL initialized.
  7. Just tried it, and still nothing, no error, no sound. I'll probably just take some time and make my own sound loader, it'll give me more flexibility anyhow. But if anyone has any other suggestions on things to try, feel free to tell me. Like I said, I've tried most of the suggestions in other threads already. Sound location: \forge\mcp\src\minecraft\assets\borderlands\sound How I'm registering it (successfully prints to console if I add checks to the loading code): MinecraftForge.EVENT_BUS.register(new Gunshot_Sound()); Sound class: package assets.borderlands; import net.minecraftforge.client.event.sound.SoundLoadEvent; import net.minecraftforge.event.ForgeSubscribe; public class Gunshot_Sound { @ForgeSubscribe public void onSound(SoundLoadEvent event) { try { event.manager.addSound("borderlands:gunshot1.wav"); //renamed file to gunshot1 just to make sure it didn't have anything to do with random sounds screwing up or something } catch (Exception e) { System.err.println("Gunshot sounds error"); } } } Code to play sound: player.worldObj.playSoundAtEntity(player, "borderlands:gunshot", 1.0F, 1.0F);
  8. I saw your solution earlier in another thread as well, but still nothing. I can only guess it has something to do with how I'm referencing the files, but like I said, I've tried with :sound/, :sounds/, changing borderlands to minecraft, etc. I wish it'd at least give some sort of error telling me what I'm doing wrong. They worked totally fine in 1.5, so I don't think it has anything to do with the files themselves.
  9. I'd like to get modder status. Just made this account to ask a question, but I definitely'd like to frequent these forums more often. My mods are the Borderlands Weapon Mod (www.minecraftforum.net/topic/1661741-) and the Ice Cream Sandwich Creeper mod (www.minecraftforum.net/topic/1545610-). If you need more proof, I'd happily provide it.
  10. EDIT: SOLVED! Using worldObj.playSound clientside no longer seems to play sounds, and must be used serverside. Before hand I only played sounds clientside, which is why it wasn't working even when set up properly. Below is what I'm using in my ClientProxy to register and play sounds, and I register it under my main mod file. I've checked multiple times and all the methods are, in fact, being called, and the correct file names are being printed. I'm getting absolutely no errors and, as far as I can tell, I have everything set up as I'm supposed to. I wasn't going to ask here, but this is literally the last thing I need to fix to update my mod to 1.6.2, I don't really have the time to mess around with it since I'm working on other non-MC projects, and no matter what I try it doesn't work. All of my textures work 100%, but with sounds, nothing. My sounds are under assets/borderlands/sound, and I've also tried with other directories, and between sound and sounds. I just can't see what I'm doing wrong when comparing to other people with the same problem. I've used paulscode's SoundSystem in some games of my own, and am half tempted just to load sounds my own way if this persists much longer. public static String[] sounds = {"gunshot", "reload", "bullethit", "shock", "shieldrecharge", "rocket", "cashregister"}; @ForgeSubscribe public void onSound(SoundLoadEvent event) { for(String s : sounds) { //I've also tried :sound/ and :sounds/ before the file name, using manager.soundPoolSounds, as well as converting sounds and extensions to .ogg event.manager.addSound("borderlands:" + s + ".wav"); } } @Override public void register() { MinecraftForge.EVENT_BUS.register(this); } @Override public void playSound(Entity par1EntityLiving, int sound) { //As far as I can tell, no extensions here, correct? I've also tried the other playSound methods. if(sound < sounds.length && sound >= 0) {par1EntityLiving.worldObj.playSoundAtEntity(par1EntityLiving, "borderlands:" + sounds[sound], 1.0F, 1.0F);} } While I'm asking, where are pack.mcmeta's supposed to go? I've placed it in just about every directory, but eclipse just won't detect it. I know they aren't apparently needed, but I'd like to include it if possible. Thanks in advance and please ask if you need anything else provided.
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