Closed Tarig0 closed 10 years ago
Just looked briefly into this, doesn't look possible without a forge hook. The step sound is retrieved from the block via the entity move.
A possible solution would be to create a getStepSound(World world, int x, int y, int z) inside block and have all references to blockInstance.stepSound use the getter. With the default getter returning this.stepSound allowing the function to be overriden by custom blocks and being location sensitive.
Will look into a pull request.
Should probably add in the Entity to that function sig, or at least make the cords doubles.
'This' should ofc be a parameter :)
I'm having issues setting up forge fork atm. Getting an error running the setup.py
Binpatcher.jar not found
No idea how to fix that, never actually did a fork from Forge. If you do get it working you wouldn't be able to do the same for block resistance would you? That would allow me to compress Slopes down a lot. I'll try to get it setup on my end but just in case you beat me.
with our knowledge of the sound system is it possible to do this now?
sounds seem to be handled minus changes in pitch/volume
using the little blocks alot has revealed that when a sound is supposed to be played such as walking on a block you won't here anything. is it possible to forward any sounds generated by the LB world to by played in the overworld?