Closed MEEPofFaith closed 4 years ago
Ok, so the code is correct as far as I'm concerned (unless there was a syntax change with sounds I'm unaware of).
Maybe the sounds are too long? I mean, the missile launch sound is 4 seconds long...
There is a limit of 16 sounds playing at once; even if the sound itself is silent, any sound being played after the limit is reached will cause interruptions and lack of sound.
Sometimes sounds just refuse to play. When i destor a single block or click on a node, it doesnt play the bok or click. But when I retry it(noticing the silence and breaking another block or clicking in another node) the sound plays. I am almost certain less that 16 sounds were playing at that time...
Keep in mind that the 16 sound limit applies regardless of volume. Even if you have a few blocks emitting ambient noise at 0.001% volume, that still counts as a sound. The same applies to, say, a sound that's just 30 seconds of silence. With mods, it's hard to tell.
Yeah 16 sounds if more is requested to play you get ear rape static or nothing at all
Closing this, as it won't be changed until a new sound system is implemented.
if 16 sounds are the limit... then 16 conveyer belts break the limit.
Platform: Android and Windows 10
Build: 102.3
Issue: Commonly, sounds tend to become mute. It's probably a device limitation of just not playing the sound if lots are playing at once, but at the same time, I don't think so. If the muteness is from tons of sounds playing, why would the missile launch sound in my mod not play if it's the only sound playing.
Steps to reproduce: This seems to happen more often with custom sounds. I should probably check my code just in case, so I'll do that after commenting.