LeoBeliik / ExtremeSoundMuffler

Muffle those nasty sounds - Client side sound Muffler
GNU Lesser General Public License v3.0
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fixes #70 : set position of minecart in sound instance when a player … #72

Closed jmilthedude closed 4 months ago

jmilthedude commented 4 months ago

…is riding inside. This allows anchors to check the range of the sound instance, and affect the volume accordingly

I have tested this within a small radius and when the minecart enters and exits the anchor, the sound is adjusted as expected. I think this is a quite clean way to handle it and has no effect on anything else that I can see.

LeoBeliik commented 4 months ago

The minecart sound that's the problem here only happens when the player is inside the cart, it never triggers other ways, that's why I said in the issue that I could take the player position in this case to solve the problem which would be my preferred solution (I just don't want to add more mixins if possible), I didn't do it because I didn't see the use case of this.. but if it's actually a useful thing you think it should exist I'll implemented it (in my way), cool alternative tho.

jmilthedude commented 4 months ago

No problem. The reason I went with this approach rather than just basing it off the player was because it is counterintuitive to the idea you have currently. Being, sounds within the anchor are muted. Not that sounds are muted when you are standing in the anchor. Of course, this is a design decision of yours. I was just trying to conform to yhe current design choice.

Personally, I like the idea that the anchor is based on player position, not sound position. Which I think I will do regardless in a local build for myself to use.

Thanks dude!

LeoBeliik commented 4 months ago

Yeah I totally see your point, it's just in this specific case that doesn't matter, since the sound only plays based on the player specifically, both solutions work the same 👍🏻