Casting issue: Positional audio can come from the wrong location at high coordinates
In the attached world, if you open the chest (without moving around or turning the camera), it sounds like it's coming from your right, despite the chest being almost directly in front of you. Move the camera slightly and it sounds normal again.
This seems to be related to distance. Walking around and destroying the trees and grass around you in the attached world (almost 30 million blocks out), you can hear similar things happening.
Reproduction steps which do not require a world download are forthcoming.
Linked Issues
is duplicated by4
- Unresolved
Connor Steppie
HalfOfAKebab
- 109
- 25
- Confirmed
Low
- Platform
- Sound
- precision-loss
1.15-pre1 - 1.21.4-rc3
1.15-pre1 20w14a 20w17a 20w18a 20w19a 20w20b 20w21a 20w22a 1.16-pre2 1.16-pre3 1.16-pre4 1.16-pre5 1.16-pre6 1.16-pre7 1.16-pre8 1.16-rc1 1.16 1.16.1 20w27a 20w28a 20w29a 20w30a 1.16.2-pre1 1.16.2-pre2 1.16.2-pre3 1.16.2-rc1 1.16.2-rc2 1.16.2 1.16.3-rc1 1.16.3 1.16.4 20w45a 20w46a 20w48a 20w49a 20w51a 21w03a 1.16.5 21w05b 21w06a 21w07a 21w08b 21w10a 21w11a 21w13a 21w14a 21w15a 21w16a 21w17a 21w18a 21w19a 21w20a 1.17-pre1 1.17-pre5 1.17-rc1 1.17 21w41a 1.18-pre1 1.18.1-rc1 1.18.1 1.18.2 1.19.1-pre4 1.19.2 1.19.3 23w07a 1.19.4 1.20-rc1 1.20 1.20.1 24w14a 1.21.3 1.21.4-rc3
Created Issue:
Positional audio can come from the wrong location
In the attached world, if you open the chest (without moving around or turning the camera), it sounds like it's coming from your right, despite the chest being almost directly in front of you. Move the camera slightly and it sounds normal again.
This seems to be related to distance. Walking around and destroying the trees and grass around you in the attached world, you can hear similar things happening.
duplicates
In the attached world, if you open the chest (without moving around or turning the camera), it sounds like it's coming from your right, despite the chest being almost directly in front of you. Move the camera slightly and it sounds normal again.
This seems to be related to distance. Walking around and destroying the trees and grass around you in the attached world (almost 30 million blocks out), you can hear similar things happening.
Positional audio can come from the wrong location at high coordinates
duplicates
relates to
Casting issue: Positional audio can come from the wrong location at high coordinates
relates to
relates to
is duplicated by
relates to
In the attached world, if you open the chest (without moving around or turning the camera), it sounds like it's coming from your right, despite the chest being almost directly in front of you. Move the camera slightly and it sounds normal again.
This seems to be related to distance. Walking around and destroying the trees and grass around you in the attached world (almost 30 million blocks out), you can hear similar things happening.
Reproduction steps which do not require a world download are forthcoming.
is duplicated by
Potentially caused by MC-191170.
When at excessive distances from the world origin (best reproduced over 2^24 blocks, so go for 20 million or more for roundness), it appears that vibrations sensed by sculk sensors can originate from positions rather distant from the expected source. For example, the sand block broken in the example screenshots provided displays a vibration being created at the far corner of the adjacent block, rather than the block which is being broken itself.
The exact coordinate of the sand block and sculk sensors in question, as well as the facing direction, can be found in the provided screenshots' F3 menus.
Probably relates to MC-191170.
Thank you for your report!
We're tracking this issue in MC-191170, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Thank you for your report!
We're tracking this issue in MC-177723 and MC-191170, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Does MC-191170 describe your issue?

Please read the moderator note on
MC-121364Galaxy_2Alex: This is a distinct problem. It’s a floating-point precision issue. Note that the chest is mostly centered in view, nowhere near the 30 degrees indicated there for a hard pan. Note that the save puts you out at 30 million blocks. This problem does not occur near the origin. 32-bit floats have a precision of 2 blocks at 30 million, which seems about right given the way it sounds and changes in distinct steps as you move around. With all the recent changes in this regard like particles getting proper precision, it’s only natural for audio to follow suit.
Can reproduce in 20w30a using a setup with a double chest at 20 million blocks out - minor movements to the left and right cause greatly exaggerated differences in sound origin position, which does not happen close to spawn. The chest must be setup in the right position though, such that the origins of the sounds are separate.
Can confirm for 1.16.2 pre1
Can confirm for 1.16.2pre2
Affects pre3
Affects 20w45a
Affects 20w46a
Affects 21w03a
@Mods feel free to reassign this to Connor
Can confirm in 1.17 Pre-release 2
Can confirm 1.17 Pre-release 3
Probably relates to
MC-177725.Can confirm in 21w41a.
can confirm for 23w07a
This has gotten worse in more recent versions (somewhere after 1.16)
Has gotten MUCH worse in 1.20 and 1.20.1, now the corrupted and off-positioned sound is very apparent even within vanilla bounds especially past 16777216.
can confirm this for 24w14a
Can confirm for 1.21.3.
Mojang, please add a gamerule to remove the world border. Literally nothing is stopping you from doing that, as you can see in this reference video.
https://youtube.com/shorts/oEiFPUB9ScY?si=jH8vB134rGoGuFZU
Can confirm in 1.21.4 prerelease 1.
Can confirm in 1.21.4 release candidate 3.
Confirmed in 1.21.4