Cannot /playsound records
I was trying out the new /playsound command. My main use for it would be to play ambiance, and to avoid replacing mob sounds, I would probably be using records. However, both in the console and in command blocks, typing "/playsound records.ward @p", regardless of where the file is (I tried, for example, copying the file into the "random" sound folder and playing it via "/playsound random.ward @p" just in case the sound file was required to be inside the sound folder), ward.ogg will not play.
It is the vanilla ward.ogg file, no modifications made, and it will still play in a jukebox, therefore to replicate you need to simply type "/playsound records.ward @p" into your console.
This also occurs with other record files, such as blocks.ogg and cat.ogg
I cannot test whether or not ambiance music (such as calm1.ogg and hal1.ogg) work due to MC-19583
Edit: Custom sounds (I used Owl City's "Good Time" renamed "custom.ogg" and placed into the random folder, played with "/playsound random.custom @p") will work. Only records are giving me issues. work inconsistently, they worked when I first tested them, but further testing shows they do not work all the time.
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Cannot /playsound records
I was trying out the new /playsound command. My main use for it would be to play ambiance, and to avoid replacing mob sounds, I would probably be using records. However, both in the console and in command blocks, typing "/playsound records.ward @p", regardless of where the file is (I tried, for example, copying the file into the "random" sound folder and playing it via "/playsound random.ward @p" just in case the sound file was required to be inside the sound folder, ward.ogg will not play.
It is the vanilla ward.ogg file, no modifications made, and it will still play in a jukebox, therefore to replicate you need to simply type "/playsound records.ward @p" into your console.
This also occurs with other record files, such as blocks.ogg and cat.ogg
I cannot test whether or not ambiance music (such as calm1.ogg and hal1.ogg) work due toMC-19583
I was trying out the new /playsound command. My main use for it would be to play ambiance, and to avoid replacing mob sounds, I would probably be using records. However, both in the console and in command blocks, typing "/playsound records.ward @p", regardless of where the file is (I tried, for example, copying the file into the "random" sound folder and playing it via "/playsound random.ward @p" just in case the sound file was required to be inside the sound folder), ward.ogg will not play.
It is the vanilla ward.ogg file, no modifications made, and it will still play in a jukebox, therefore to replicate you need to simply type "/playsound records.ward @p" into your console.
This also occurs with other record files, such as blocks.ogg and cat.ogg
I cannot test whether or not ambiance music (such as calm1.ogg and hal1.ogg) work due toMC-19583
I was trying out the new /playsound command. My main use for it would be to play ambiance, and to avoid replacing mob sounds, I would probably be using records. However, both in the console and in command blocks, typing "/playsound records.ward @p", regardless of where the file is (I tried, for example, copying the file into the "random" sound folder and playing it via "/playsound random.ward @p" just in case the sound file was required to be inside the sound folder), ward.ogg will not play.
It is the vanilla ward.ogg file, no modifications made, and it will still play in a jukebox, therefore to replicate you need to simply type "/playsound records.ward @p" into your console.
This also occurs with other record files, such as blocks.ogg and cat.ogg
I cannot test whether or not ambiance music (such as calm1.ogg and hal1.ogg) work due toMC-19583Edit: Custom sounds (I used Owl City's "Good Time" renamed "custom.ogg" and placed into the random folder, played with "/playsound random.custom @p") will work.
I was trying out the new /playsound command. My main use for it would be to play ambiance, and to avoid replacing mob sounds, I would probably be using records. However, both in the console and in command blocks, typing "/playsound records.ward @p", regardless of where the file is (I tried, for example, copying the file into the "random" sound folder and playing it via "/playsound random.ward @p" just in case the sound file was required to be inside the sound folder), ward.ogg will not play.
It is the vanilla ward.ogg file, no modifications made, and it will still play in a jukebox, therefore to replicate you need to simply type "/playsound records.ward @p" into your console.
This also occurs with other record files, such as blocks.ogg and cat.ogg
I cannot test whether or not ambiance music (such as calm1.ogg and hal1.ogg) work due toMC-19583Edit: Custom sounds (I used Owl City's "Good Time" renamed "custom.ogg" and placed into the random folder, played with "/playsound random.custom @p") will work. Only records are giving me issues.
relates to
I was trying out the new /playsound command. My main use for it would be to play ambiance, and to avoid replacing mob sounds, I would probably be using records. However, both in the console and in command blocks, typing "/playsound records.ward @p", regardless of where the file is (I tried, for example, copying the file into the "random" sound folder and playing it via "/playsound random.ward @p" just in case the sound file was required to be inside the sound folder), ward.ogg will not play.
It is the vanilla ward.ogg file, no modifications made, and it will still play in a jukebox, therefore to replicate you need to simply type "/playsound records.ward @p" into your console.
This also occurs with other record files, such as blocks.ogg and cat.ogg
I cannot test whether or not ambiance music (such as calm1.ogg and hal1.ogg) work due toMC-19583Edit: Custom sounds (I used Owl City's "Good Time" renamed "custom.ogg" and placed into the random folder, played with "/playsound random.custom @p") will work. Only records are giving me issues.
I was trying out the new /playsound command. My main use for it would be to play ambiance, and to avoid replacing mob sounds, I would probably be using records. However, both in the console and in command blocks, typing "/playsound records.ward @p", regardless of where the file is (I tried, for example, copying the file into the "random" sound folder and playing it via "/playsound random.ward @p" just in case the sound file was required to be inside the sound folder), ward.ogg will not play.
It is the vanilla ward.ogg file, no modifications made, and it will still play in a jukebox, therefore to replicate you need to simply type "/playsound records.ward @p" into your console.
This also occurs with other record files, such as blocks.ogg and cat.ogg
I cannot test whether or not ambiance music (such as calm1.ogg and hal1.ogg) work due toMC-19583Edit: Custom sounds (I used Owl City's "Good Time" renamed "custom.ogg" and placed into the random folder, played with "/playsound random.custom @p")
will work. Only records are giving me issues.work inconsistently, they worked when I first tested them, but further testing shows they do not work all the time.
I just checked the forums as well and there are several people just on the first page who have made posts. I'm sure there are even more after the first page:
http://www.minecraftforum.net/topic/1934387-how-to-insert-additional-sounds-into-minecraft-through-resource-packs/
http://www.minecraftforum.net/topic/1943356-adding-sounds-not-replacing/
http://www.minecraftforum.net/topic/1933807-resource-pack-aditions/It isn't just me, and I'm not the only one who thinks it should be changed or get a better explanation as to why it should stay how it is.
Attempting to play a record with /playsound fails.
Examples:
/playsound record.11 @p ~ ~ ~ 100 1 1
/playsound record.ward @p ~ ~ ~ 100 1 1
/playsound record.chirp @p ~ ~ ~ 100 1 1
these all fail, along with any other record sound. The output says the command block played the sound (like it does with anything typed in as the sound to play), but nothing is actually played.
I've searched this site for issues like this and found MC-19604. According to the comments and status, you mods deemed it resolved, but it actually never was. It is the exact same issue, just multiple versions later and 2 years later.
This needs to be fixed. records are sounds and should be able to be played with /playsound. We (the players) shouldn't have to create a resourcepack with the record sounds in "assets" in order to play them
I have uploaded a resource pack.
Type /playsound random.test @a and it should play "11" the music disc.
And now I can't get it to work. I however did have it working, so I'm probably doing something wrong.
I'm sorry, I can't hear anything. I even copied the sound out of the resource pack and tried in the default.
However, I again copied the custom.ogg file to the resource pack and it worked perfectly. It's just the record sounds
yeah I think something is messed up but I don't know what cause at one point it did play :/
Yes, it's an issue, but custom sounds work, so that's a good thing.
I've uploaded the same resource pack with custom.ogg in case someone else wants to try.
I've been grappling with this one too, without any success.
I've also tried both of the resource packs attached and have had no luck with either of them, though I can swap out any of the existing sounds.
Maybe we're missing some mcmeta files? Though I've had no luck finding any information on what their format would be. Near as I can tell it's not yet implemented.
See
MC-19766Kumasasa: Indeed. I retried today and was unable to play my custom sound.
It worked several times when I first created this bug report, however.
If you put the custom sound in Minecraft's own asset folder it works. I've set the command to play it and it didn't work. I then exited Minecraft fully and reloaded and enterted the map again. The sound then played perfectly. I cannot make this work if it is part of a resource pack though, whether zipped or unzipped.
Currently the way the system is working playsound will only play the sounds that are under the delivered sound folder (under .minecraft\assets ) or sounds that have the same name and folder structure in a resourcepack as the files under minecraft\assets. see my comments in
MC-19766As the system is working right now, records are not under the sound folder so they will not play in game. I don't know if this is intended functionality or a bug.
You can force sounds to play by adding them both under .minecraft\assets\sound\xxxfolder and to a matching assets\minecraft\sound\xxxfolder. They then can play and be changed in a resourcepack - but this defeats the purpose of the resourcepack, to avoid changing delivered files and folders - but fun for experimenting.
Thomas:
Yes, I realize the file must be under assets\sound\ to work.
The issue is that even if the sound files are under the proper directory (In JIRA REDUX.zip, the files "custom.ogg" and "test.ogg" are under the random folder, with "test.ogg" being the record "11" and "custom.ogg" being a brand new custom sound file) they do not work or work inconsistently, whilst normal sounds (such as minecart.base) will still work consistently.
Is this still a concern in the current Minecraft version? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Still a concern in 1.6.2, technically speaking. I am unable to access the records folder entirely with the /playsound command, but by posting the sound file into sound\random as I did prior, this ends up becoming
MC-19766you can't acces the 'music' folder either
From the look of it, after all of the other tickets have been closed, I'm starting to think Mojang doesn't want to support adding sounds, only overwriting. Doesn't makes sense to me because now the only way to have any custom sounds is to completely ruin the sounds in the game. Which somehow doesn't seem like the intended use of the new feature. But so far, all other ticks are getting closed with "This is an intended feature." It's pretty dumb to say, here have custom sounds, but no not really...
I don't want this because of custom sounds. I just want to play cat on the start of the map for example. And not that the player has to put in the music disk himself.
You can play any sound in the game using playsound. As long as it is in vanilla sounds. But you can't use it for other sounds in the sound directory with resource packs. Meaning, you can play a cat sound just fine.
seriously?! Oh I didn't know that, I tried every command. Could you send me the command?
RingOfStorms: The problem with that is that they did work before. as I said, I was able to /playsound a .ogg copy of Owl City's Good Time. However I haven't been able to do so since.
Also, Jesper, you cannot access the records folder with /playsound, only the sounds folder. So if you rename a file (I recommend classic_hurt in the random folder) you can play any sound you want (I'm using this to make a voice-over, like Jeoffry's Chamber did, only bigger). So the command would be /playsound random.classic_hurt @p
Neospector: The problem is that you have to over-write sounds. You should be able to add sounds. If you have more than like 10 sounds and also want to utilize all features of Minecraft, then you're out of luck. At that point you'll be over-writing a sound that you want to keep in the game, effectively ruining the entire feature altogether. I don't see any reason for limiting this feature the way it is now. I just don't understand what the reasoning is behind limiting what would be a great feature to just overwriting things. It absolutely stinks because we can't utilize a large amount of custom sounds for custom maps and great gameplay.
RingOfStorms: Indeed. But that's
MC-19766, and you'd need to ask Grum why he marked it as intended.All other tickets even resembling this ticket were marked as duplicates, even when they were worded differently. So therefor, this ticket's meaning should have expanded to include other tickets that were marked as duplicates.
RingOfStorms: There are no tickets marked as duplicates of this one, I think you want
).
MC-19766(otherwise they would be listed on this oneEither way, I'm not sure if this should be marked as intended or not, because, you see, /playsound accesses the sound folder, not the records folder, so this is very likely intended functionality. But the mods have left it open, so I'm unsure.
So I guess Mojang isn't much different than what I thought. Don't quite understand why they are forcing us to literally screw the game over with sounds if we want anything custom added in. The fact that it is "intended" doesn't make much sense at all. Seems like a half baked or simply selfish feature at this point. It wouldn't take more than an hour to add in better support for sounds that would include the currently loaded resource pack instead of just the automatically updated asset folder. Seems like Mojang wants us to only use game sounds, or intentionally want us to completely ruin half the game sounds because we can't add anything and only overwrite. We can't even use specific numbered sounds, which would have been the only alternative. There must be a reason, not that I can think of anything that makes sense and is not selfish :\
I don't get why they haven't seen that a lot of people don't like the way it is right now, it simply limits almost everything that can be done with this resource pack. The only thing that has been added, is better block texture animation, nothing else has changed really.
If we got a better explanation than just, "this is an intended feature", which is a brush off of either im lazy or selfish, then things would make more sense. But the way it is now, has zero benefits to making anything out of the so called "custom sounds", when it's really just over-write sounds with no ability to actually make any good content while keeping the integrity of the game itself.
At this point your either agreeing with me or annoyed that im ranting about it, but there is no other real option or place to do it. Opening another ticket will just get closed immediately for duplicate, and posting on a resolved is most likely just going to get ignored.
Basically it would be great to have a real explanation on why custom sounds is so half baked and visibly being limited. Because right now I can't see any legitimate productive reasons as to why it is this way.
EDIT:
I just checked the forums as well and there are several people just on the first page who have made posts. I'm sure there are even more after the first page:
http://www.minecraftforum.net/topic/1934387-how-to-insert-additional-sounds-into-minecraft-through-resource-packs/
http://www.minecraftforum.net/topic/1943356-adding-sounds-not-replacing/
http://www.minecraftforum.net/topic/1933807-resource-pack-aditions/
It isn't just me, and I'm not the only one who thinks it should be changed or get a better explanation as to why it should stay how it is.
I think it's sort of intended, otherwise it would also be possible to put music disks in jukeboxes using hoppers.
The reason (we) have left this open is that records are technically sounds, also:
I see. Alright then, thank you for clarifying.
Alright but still doesn't explain why we can't "add" sounds, and also why we can't use them in resource packs themselves. Sure it is possible to mess with your own assets root folder, but even in that read me it says that the folder will get auto-updated and synced, deleting anything that isn't supposed to be in there. So it looks like they are limiting this new sound feature to only work with sounds that are already in the game. Why is that? I should be able to use minecraft sounds, and add on-top of them for a better experience, but instead if we want to do anything we have to ruin minecraft sounds by overwriting them.
And even if they dont allow "adding" sounds, they've even limited the current sounds to a point of where it is impractical to do anything worth while. The play sound command can't even play the #'ed sounds, which would have been a great way to add in custom sounds, but that isn't be possible because they force us to use a random one of the numbered sounds.
So it still seems like nothing has been answered with why other tickets about adding sounds have been closed.
RingOfStorms: Grum said it was intentional in
MC-19766, but hasn't given a reason. Last post there was August 8th.Neospector: I am aware of that as I was following that ticket before it was marked closed, and I even talked about it previously. I am still trying to get a legitimate explanation besides just "Not a bug. Working as intended." Either they are too lazy to put it in, or they actually have some weird reason that so far doesn't make sense for restricting the sounds in the way that they are being restricted. It would be nice to get that real reason, as right now it all seems a bit... well nothing nice.
Sure we can download mods, or even make a mod to easily add in the feature, but that defeats the point. I'm just searching for the reason behind not being able to actually utilize what would be a great feature. Currently there isn't much you can do, or room for any amount of custom content for great ideas without ruining the integrity of the game itself from replacing the sounds of the game.
Stop discussing here. This ticket is still open.
BTW: Mojang has not to justify why something is implemented how it's implemented.
woohoo!