#The sound follows the entity

1 messages · Page 1 of 1 (latest)

normal crystal
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I need the sound to follow my entity, but it stays in place. Does anyone know a way for sound to follow the entity?

urban mulch
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what do u have right now?

polar flickerBOT
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normal crystal
# urban mulch what do u have right now?

Now I have an entity from which the sound appears and stays in place. And I need this sound to follow where the entity is located and for the players to hear this sound when they are next to the entity from which the sound comes.

urban mulch
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is it seted up in RP/sound.json?

normal crystal
keen bough
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You need to split the sound up into smaller sounds, and then play those sounds in sequence using either a script or an animation

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As sounds always stay at the point where they start

normal crystal
keen bough
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I'm not aware of any. There might be something I don't know about though. But I'm fairly certain that the way that mc handles sound events is choosing a location at the start, and then doing all of the calculations for volume from that specific location

vernal sierra
# keen bough I'm not aware of any. There might be something I don't know about though. But I'...

Hey I know this is forever later but I wanted to ask some follow up questions if possible.

Mainly, how do I split the sound. I know how to literally do it. Like split the clips.
But what clip size do I use (I’ll be controlling it with in animation)?

To my understanding the sound won’t cut off at the right time if the time in seconds doesn’t round perfectly to a game tick amount. Is that true? If so what is the ideal clip size length. I’ll write a quick program to just cut all my audio into those sizes and generate animations for them.

keen bough
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I'm not sure about it not working right if not lined up with a game tick, but better safe than sorry I suppose. I don't think there's a specific ideal time, but probably no more than half a second in length for each clip tbh