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Change speakers to use the SPacketCustomSound packet instead #578

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SquidDev commented Oct 10, 2018

The method to register new SoundEvents is private, which means that few (if any) mods actually register them. Consequently, one could not use the speaker to play any modded sound, as they weren't registered on the server side.

Using SPacketCustomSound does mean we can no longer determine if a sound exists or not, but I think a price I'm willing to pay in order to allow playing modded sounds.

Change speakers to use the SPacketCustomSound packet instead
The method to register new SoundEvents is private, which means that few
(if any) mods actually register them. Consequently, one could not use
the speaker to play any modded sound, as they weren't registered on the
server side.

Using SPacketCustomSound does mean we can no longer determine if a sound
exists or not, but I think a price I'm willing to pay in order to allow
playing modded sounds.
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lupus590 Oct 10, 2018

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What happens if I try to play a sound that doesn't exist?

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lupus590 commented Oct 10, 2018

What happens if I try to play a sound that doesn't exist?

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SquidDev Oct 10, 2018

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It just returns true and does nothing on the client.

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SquidDev commented Oct 10, 2018

It just returns true and does nothing on the client.

Clamp the volume for all sounds, rather than just notes
This restores the previous behaviour.
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