Spectator mode particles and sounds computed from where you have been before
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems that sounds are computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Easy way to reproduce the bug: Spectate an enderman and move the mouse, you will see the particles rotating.
EDIT: As stated in the title it not only depends on the rotation, but also on the location where the player started spectating the entity.
An example: I set up a sound source (note block with a clock) and placed an entity next to it (armor stand). I started spectating the entity and while moving the mouse, the sound rotated around me (as stated above). Then I added the levitation effect to the armor stand. The volume of the sound didn't decrease as I moved away from the source of the sound. When leaving the spectated entity the sound stopped immediately as I was to far away from the note block.
Assumption by Marcono1234 can be found in this comment.
Explanation by Ali M can be found in this comment
Linked Issues
is duplicated by28
relates to5
- Fixed
Nico
- 40
- 23
- Confirmed
- (Unassigned)
- Spectator
- particle
14w05a - 1.13.1
14w05a 14w06b 14w07a 14w11b 14w25a 14w28b 14w29b 14w31a 14w32a 14w34b 1.8-pre1 1.8 1.8.1 1.8.2-pre1 1.8.7 1.8.8 15w32c 15w44b 15w46a 1.8.9 15w51b 16w02a 1.9 1.9.4 16w20a 16w21a 16w21b 1.10-pre1 1.10 1.10.2 16w32a 16w32b 16w33a 16w35a 16w38a 16w39b 16w41a 16w42a 16w43a 16w44a 1.11 1.11.2 17w14a 1.12-pre1 1.12 1.12.1 1.12.2 18w21a 18w22a 1.13-pre1 1.13-pre6 1.13 1.13.1- 19w11a
Created Issue:
Spectator Mode Torch Flames and Sounds Computed from where you have been before
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems to me, that sounds were computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Linked Issues
is duplicated by1
TRASH-8049
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems to me, that sounds were computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
EDIT: It seems that it appears with all particles. Reproduce: Spectate an enderman and move the mouse, you will see the particles rotating.
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TRASH-8049
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SpectatorModeTorch Flames andSoundsComputed from where you have been beforeSpectator mode particles and sounds computed from where you have been before
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If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems to me, that sounds were computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
EDIT: It seems that it appears with all particles. Reproduce: Spectate an enderman and move the mouse, you will see the particles rotating.
Assumption by Marcono1234 can be found in this comment.
relates to
is duplicated by
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems
to me,that soundswere computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.E
DIT: It seems that it appears with all particles. Reproduce: Spectate an enderman and move the mouse, you will see the particles rotating.
Assumption by Marcono1234 can be found in this comment.
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems that sounds are computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Easy way to reproduce the bug: Spectate an enderman and move the mouse, you will see the particles rotating.
EDIT: As stated in the title it not only depends on the rotation, but also on the location where the player started spectating the entity.
An example: I had
Assumption by Marcono1234 can be found in this comment.
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems that sounds are computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Easy way to reproduce the bug: Spectate an enderman and move the mouse, you will see the particles rotating.
EDIT: As stated in the title it not only depends on the rotation, but also on the location where the player started spectating the entity.
An example: I had
Assumption by Marcono1234 can be found in this comment.
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems that sounds are computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Easy way to reproduce the bug: Spectate an enderman and move the mouse, you will see the particles rotating.
EDIT: As stated in the title it not only depends on the rotation, but also on the location where the player started spectating the entity.
An example: I set up a sound source (note block with a clock) and placed an entity next to it (armor stand). I started spectating the entity and while moving the mouse, the sound rotated around me (as stated above). Then I added the levitation effect to the armor stand. The volume of the sound didn't decrease as I moved away from the source of the sound. When leaving the spectated entity the sound stopped immediately as I was to far away from the note block.
Assumption by Marcono1234 can be found in this comment.
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems that sounds are computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Easy way to reproduce the bug: Spectate an enderman and move the mouse, you will see the particles rotating.
EDIT: As stated in the title it not only depends on the rotation, but also on the location where the player started spectating the entity.
An example: I set up a sound source (note block with a clock) and placed an entity next to it (armor stand). I started spectating the entity and while moving the mouse, the sound rotated around me (as stated above). Then I added the levitation effect to the armor stand. The volume of the sound didn't decrease as I moved away from the source of the sound. When leaving the spectated entity the sound stopped immediately as I was to far away from the note block.
Assumption by Marcono1234 can be found in this comment.
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems that sounds are computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Easy way to reproduce the bug: Spectate an enderman and move the mouse, you will see the particles rotating.
EDIT: As stated in the title it not only depends on the rotation, but also on the location where the player started spectating the entity.
An example: I set up a sound source (note block with a clock) and placed an entity next to it (armor stand). I started spectating the entity and while moving the mouse, the sound rotated around me (as stated above). Then I added the levitation effect to the armor stand. The volume of the sound didn't decrease as I moved away from the source of the sound. When leaving the spectated entity the sound stopped immediately as I was to far away from the note block.
Assumption by Marcono1234 can be found in this comment.
is duplicated by
If you are in spectator mode, click an entity to spectate it, and then move your mouse around, you see that Flames of Torches where computed from where you have been first (where your field of view is). Also it seems that sounds are computed the same way. If i am spectating an entity and moving my mouse around, the sound is sometimes on the right of my headset and sometimes on the left.
Easy way to reproduce the bug: Spectate an enderman and move the mouse, you will see the particles rotating.
EDIT: As stated in the title it not only depends on the rotation, but also on the location where the player started spectating the entity.
An example: I set up a sound source (note block with a clock) and placed an entity next to it (armor stand). I started spectating the entity and while moving the mouse, the sound rotated around me (as stated above). Then I added the levitation effect to the armor stand. The volume of the sound didn't decrease as I moved away from the source of the sound. When leaving the spectated entity the sound stopped immediately as I was to far away from the note block.
Assumption by Marcono1234 can be found in this comment.
Explanation by Ali M can be found in this comment
Still in 16w42a.
Still in 16w41a.
Still in 16w39b.
Still in 16w38a.
Still in 16w35a.
Still in 16w33a
Still in 1.10
Still in 1.10-pre1
Still in 16w21a and 16w21b
Still in 16w20a
Still in 1.9.4
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While possessing an entity in Spectator mode, the volume of sounds will be calculated from the position the player was in when they took possession.
Thus, sounds near to the players original position will continue at the same volume right up until the possessed entity exits the range of hearing, and sounds near the possessed entity's new position will be quieter and quieter until they are completely inaudible.
On a related note, as described in MC-46445, attempting to turn your head while possessing an entity will not have any effect on the entity's direction, but will change the direction from which sounds are heard.
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To reproduce this bug, use the setup shown in the screenshot. The noteblocks should be far away enough from each other that neither can be heard from next to the other. They should also have different enough sounds to be distinguishable from each other. Press the button, then quickly switch to spectator mode and possess the mob in the minecart. You will be able to hear the first noteblock at full volume for most of the trip, and the second noteblock not at all until you depossess the mob.
@Talven81
MC-46445 only mentions the last point: the rotation of sounds. I included it for completeness, because it seemed related. The rest of the bug report is not a duplicate, and can stand on its own.
Yes fixed in 14w29b.
Seeing water particles when moving the mouse, but that's MC-46445
Dupe of MC-46445
Dupe of MC-46445
Does this also happen in spectator mode, like it happens for particles in MC-46445?
Relates to MC-46445
Duplicate of MC-46445 ?
Thank you for your report!
However, this issue is a Duplicate of MC-46445.
If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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Confirmed.
I'm recording a video on this. I'll put up a link when it's done.
It'll be up tomorrow.
Confirmed in 14w06b. Also tried with activated redstone - same problem.
How do I add affects version
Only the creator of this ticket and the mods can do.
Added 14w11b
Added picture from
MC-61802showing the bug.confirmed for 14w29b
Confirmed for
Confirmed for 14w34b
Confirmed for 1.8-pre1.
Still affects the 1.8 release.
I think the summary should be edited, changing all the capital letters except the first letter to lowercase and replacing "Torch Flames" with "particles" (as this affects all particles).
EDIT: Thanks, Kumasasa.
Confirmed. It's like you are in an Enderman with the particles around it, and you are in it moving your view left to right, but the Enderman is keeping you still in your view. It's like possession in 50/50.
Confirmed for 1.8.7. The player's hand also appears to have a similar problem if spectating is invoked via a camera packet versus actual spectate mode.
Confirmed for 15w51b.
Confirmed for
The following text is an assumption, after writing it I noticed that it is kind of strange anyways...
The problem is very likely that the client still "rotates" the screen while you spectate an entity. So please change the title to "Client allows rotating player while spectating entity" or something similar.
The reason why the player still looks in the same direction but is differently rotated is probably because in the net.minecraft.client.Minecraft class (MCP 1.8 names) the spectated entity is stored as private Entity field_175622_Z whereas the player is stored as public EntityPlayerSP thePlayer. When the player is not spectating any mob, the spectated entity is the player.
Apperently for particles and sound the data of the player is used whereas for normal rendering the data of the spectated entity.
The reason why you are still able to rotate is that the public void updateCameraAndRender(float p_78480_1_) method of the net.minecraft.client.renderer.EntityRenderer class does not test if the player is in spectator mode and spectating a mob and thus should not rotate.
Confirmed for 1.9
for me it moves the particles around themselves when i try to look around, i can make the fire dance
Please link to this assumption
Still in 1.10.2
Still in 17w14a
Still active in 1.12.
The problem is with the handling of the Camera Packet. When handling the packet, the client doesn't set the player's spectating entity, instead it sets the client's render view entity. This then causes the player's game tick to skip a few logic updates tasks, e.g. updating position and rotation. Thus, causing the player to be out of sync (only on the client), producing both visual and audible issues.
Still an issue in 1.12.2.
Reproduced it while spectating a player in a multiplayer server.
Is this still an issue in 18w21a?
It seems so.
I just tested it in 18w21a with the following setup:
The bat moving around didn't seem to change the stereo location of the note block and it moving away didn't seem to fade away the sound. Moving the cursor though, does change the stereo location of sound sources and the orientation of certain partices as if the player was rotating, though it doesn't because it's specating an entity.
Conclussion: Still reproduces in 18w21a
Affects 1.13-pre6. Please keep the issue updated accordingly.
Confirmed for 1.13.1.
Appears to be fixed as of 19w14b. I predict this was actually fixed in 19w11a along with
MC-926.Still fixed in 1.14 prerelease 4, can this be marked as such?