#minecraft can't see / hear custom sounds
71 messages · Page 1 of 1 (latest)
- I do heavily recommend you to use a custom namespace,
because with such naming you're likely to run into issues with other resourcepacks. - I assume your sound is an .ogg file?
And 3. in which folder is your sound file?
whats a custom name space?
sound is indeed a .ogg file
and sound folder is in custom file
A namespace is basically the name of the folder all your other folders are in:
assets/minecraft/sounds/... -> the namespace is minecraft
assets/<namespace>/sounds/
This exists so resourcepacks don't overwrite each other by accident, you just have to pick a unique enough name.
("custom" is not even remotely unique enough to not run into any issues)
But you'd have to specify namespaces in model files, blockstate files and sound.json if you use them,
which might be to much work seeing as you already have quite a bit of stuff.
Anyways, the sound seems correct. No clue why it's not working.
I assume you tried to play it using the /playsound command? Or using some plugin or similar?
i tried the playsound command
Hm... .ogg is just a container format*, it might be that the codec of the sound is one that MC does not support.
It would be the first time I run across that, but in theory it might be the case.
(* container format = basically a chest that can store different types of data)
just to make sure, what was the exact command you tried to use?
/playsound
i mean, first we did /playsound minecraft:custom.effect1
but that didnt have any sound bc of the formatting, then we changed the formatting to this, but now the whole sound isnt showing up in the playsound command
They don't? Thanks for the new mod Idea 👀
i see
is there a way to still hear them with a command?
because i'm planning to add them to magicspells / denizen
you can still use them
it will just never auto suggest them
basically, the "server" doesn't know what sound events exist, so no matter what you type the "server" will always tell the "client" (yes, even in singleplayer) to run the sound event (even if nothing is registered for that player, in which case nothing happens)
In theory yes. Have you ever actually run the command?
i just tried it, but didnt here anything
Or did you just assume it doesn't work because it displayed as red?
Btw. how did you make the .ogg file? (Did you use a program or did you just rename a .mp3 or similar to .ogg?)
.ogg Vorbis?
no
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this one
i think
you might have to pick this option, not sure though
could you send the current .ogg file you are trying to play?
but in your sounds.json you specified it's called bigexplosion
^ and in your file screenshot from before
Also vorbis codec
Wiki mentions Vorbis twice
Which site exactly? The sites I found have no mention of codecs.
okay
Do all the other sounds work?
none
You have tons of issues in that file
is it the formatting?
- namespacing in an incorrect spot
uppercase file names are also not allowed
I suggest you to do one sound at a time, rather than all at once
The output log will show you errors related to resource packs in Minecraft: Java Edition. Here is how you can enable it: https://i.imgur.com/WbQZa6k.png
(PS: Optifine likes to hide vanilla errors/warnings for some weird reason, so always load the game up without it if you don't need it for your pack to work!)
If you don't understand the errors/warnings feel free to show and ask about them (in a help channel).
Nope
!faq invalid_names
(Result for "invalid-names")
Files/Folders nor reference to them are allowed to contain capital letters nor spaces.
Valid symobls are: a-z (lowercase only!) 0-9 / . _ and -
When changing a file's/folder's name, keep in mind that you also need to update all references (texture path in models, model paths in custom_model_data predicates etc.)
Disclaimer: Optifine allows those characters but for a vanilla client the model will either be the error cube or it might even crash their game (depending on their specs).