Guardian laser attack sound ignores distance
The Bug
When a guardian attacks a player or a squid, the laser attack sound (and subtitle) will play at the same volume, even if the player is hundreds of blocks away.
Steps to Reproduce
- Enter creative mode and locate a large body of water.
- Summon both a guardian and squid in the water.
- When the guardian begins to shoot the squid, quickly teleport yourself 75 blocks up into the sky.
/tp @s ~ ~75 ~
- Listen closely and take note as to whether or not the minecraft:entity.guardian.attack sound lowers in volume depending on the distance between you and the guardian.
Observed Behavior
The minecraft:entity.guardian.attack sound doesn't lower in volume depending on the distance between you and the guardian.
Expected Behavior
The minecraft:entity.guardian.attack sound would lower in volume depending on the distance between you and the guardian.
Code analysis
Code analysis by Dylan can be found in this comment.
Linked Issues
is duplicated by15
relates to7
- Unresolved
Jon1337
Forcellrus
- 80
- 37
- Confirmed
Important
- Gameplay
- Sound
- guardian sound
14w25a - 24w45a
14w25a 14w32b 14w34d 1.8-pre2 1.8 1.8.1 1.8.2-pre1 16w02a 16w05b 16w06a 1.9 1.10.2 16w39b 16w39c 16w40a 16w41a 16w42a 16w43a 16w44a 1.11-pre1 1.11 16w50a 1.11.2 17w06a 17w13a 1.12-pre3 1.12-pre5 1.12 1.12.1 1.12.2 17w43b 17w45a 17w45b 17w46a 17w47a 17w47b 17w48a 17w50a 18w01a 18w02a 18w03b 18w05a 18w06a 18w08b 18w11a 18w14a 18w14b 18w16a 18w19b 18w21a 18w22c 1.13-pre1 1.13-pre5 1.13-pre8 1.13 18w30b 18w31a 18w32a 18w33a 1.13.1-pre1 1.13.1 1.13.2 18w43b 18w44a 18w45a 18w46a 18w48a 18w48b 18w49a 18w50a 19w02a 19w03c 19w12b 19w13b 19w14a 19w14b 1.14-pre2 1.14-pre5 1.14 1.14.1 1.14.2 1.14.3-pre2 1.14.4 19w35a 19w40a 19w42a 19w44a 1.15-pre3 1.15.2 20w11a 20w12a 20w13b 20w15a 20w16a 20w17a 20w18a 20w19a 20w20b 20w21a 20w22a 1.16-pre2 1.16-pre5 1.16-rc1 1.16 1.16.1 20w27a 20w28a 1.16.2-pre1 1.16.2-pre3 1.16.2-rc1 1.16.2 1.16.3-rc1 1.16.3 1.16.4 20w45a 20w46a 20w48a 20w51a 21w03a 1.16.5 21w05b 21w06a 21w07a 21w10a 21w13a 21w17a 21w19a 1.17 1.17.1-pre1 1.17.1 21w37a 21w38a 21w41a 21w44a 1.18 1.18.1-rc2 1.18.1 1.18.2-rc1 1.18.2 22w11a 22w13a 22w14a 22w15a 1.19-pre1 1.19-pre3 1.19-rc2 1.19 1.19.1-rc2 1.19.2 22w43a 22w45a 1.19.3-pre2 1.19.3 23w04a 23w07a 1.19.4 23w14a 1.20-rc1 1.20 1.20.1-rc1 1.20.1 23w31a 23w32a 23w33a 23w35a 1.20.2-pre1 1.20.2-pre2 1.20.2-pre3 1.20.2-pre4 1.20.2-rc1 1.20.2-rc2 1.20.2 23w40a 23w42a 23w43a 23w44a 1.20.4 24w05b 24w10a 1.20.6 24w33a 1.21.1 24w34a 24w35a 24w36a 24w39a 1.21.3 24w45a- 14w26a
Created Issue:
Guardian mob sound bug
When guardian fires his beam on Squid, the sound can be heard about 40 blocks higher, even out of water and it's not even quiet, it's the same volume.
(Sorry for my bad english)Environment
On groud or in the water
On groud or in the water
Windows 7 64-bit
is duplicated by
is duplicated by
Windows 7 64-bit, Windows 8.1 64-bit, Java 8
is duplicated by
GuardianmobsoundbugGuardian laser sound plays at same volume regardless of distance
This bug is annoying as hell
When guardian fires his beam on Squid, the sound can be heard about 40 blocks higher, even out of water and it's not even quiet, it's the same volume.
(Sorry for my bad english)
Code analysis by Dylan in this comment
When guardian fires his beam on Squid, the sound can be heard about 40 blocks higher, even out of water and it's not even quiet, it's the same volume.
(Sorry for my bad english)
Code analysis by Dylan in this comment:
I've taken a look at the decompiled code (using MCP), and within GuardianSound.java it doesn't look to be taking distance or motion into account at all when it comes to the volume (unlike Minecarts). The only variable is based on the attack time and duration.
GuardianSound.javafloat f = this.guardian.getAttackAnimationScale(0.0F); this.volume = 0.0F + 1.0F * f * f;EntityGuardian.javapublic float getAttackAnimationScale(float p_175477_1_) { return ((float)this.clientSideAttackTime + p_175477_1_) / (float)this.getAttackDuration(); }
When guardian fires his beam on Squid, the sound can be heard about 40 blocks higher, even out of water and it's not even quiet, it's the same volume.
(Sorry for my bad english)
Code analysis by Dylan in this comment:
I've taken a look at the decompiled code (using MCP), and within GuardianSound.java it doesn't look to be taking distance or motion into account at all when it comes to the volume (unlike Minecarts). The only variable is based on the attack time and duration.
GuardianSound.javafloat f = this.guardian.getAttackAnimationScale(0.0F); this.volume = 0.0F + 1.0F * f * f;EntityGuardian.javapublic float getAttackAnimationScale(float p_175477_1_) { return ((float)this.clientSideAttackTime + p_175477_1_) / (float)this.getAttackDuration(); }When a guardian attacks a player or a squid, the laser attack sound (and subtitle) will play at the same volume regardless of how far the player is from the guardian.
Code analysis by Dylan in this comment:
I've taken a look at the decompiled code (using MCP), and within GuardianSound.java it doesn't look to be taking distance or motion into account at all when it comes to the volume (unlike Minecarts). The only variable is based on the attack time and duration.
GuardianSound.javafloat f = this.guardian.getAttackAnimationScale(0.0F); this.volume = 0.0F + 1.0F * f * f;EntityGuardian.javapublic float getAttackAnimationScale(float p_175477_1_) { return ((float)this.clientSideAttackTime + p_175477_1_) / (float)this.getAttackDuration(); }
When a guardian attacks a player or a squid, the laser attack sound (and subtitle) will play at the same volume
regardless of how far the player is from the guardian.
Code analysis by Dylan in this comment:
I've taken a look at the decompiled code (using MCP), and within GuardianSound.java it doesn't look to be taking distance or motion into account at all when it comes to the volume (unlike Minecarts). The only variable is based on the attack time and duration.
GuardianSound.javafloat f = this.guardian.getAttackAnimationScale(0.0F); this.volume = 0.0F + 1.0F * f * f;EntityGuardian.javapublic float getAttackAnimationScale(float p_175477_1_) { return ((float)this.clientSideAttackTime + p_175477_1_) / (float)this.getAttackDuration(); }When a guardian attacks a player or a squid, the laser attack sound (and subtitle) will play at the same volume, even if the player is hundreds of blocks away.
Code analysis by Dylan in this comment:
I've taken a look at the decompiled code (using MCP), and within GuardianSound.java it doesn't look to be taking distance or motion into account at all when it comes to the volume (unlike Minecarts). The only variable is based on the attack time and duration.
GuardianSound.javafloat f = this.guardian.getAttackAnimationScale(0.0F); this.volume = 0.0F + 1.0F * f * f;EntityGuardian.javapublic float getAttackAnimationScale(float p_175477_1_) { return ((float)this.clientSideAttackTime + p_175477_1_) / (float)this.getAttackDuration(); }
Guardian lasersound plays at same volume regardless ofdistanceGuardian laser attack sound has no range / ignores distance
Guardian laser attack soundhas no range /ignores distance
When a guardian attacks a player or a squid, the laser attack sound (and subtitle) will play at the same volume, even if the player is hundreds of blocks away.
Code analysis by Dylan in this comment
:I've taken a look at the decompiled code (using MCP), and within GuardianSound.java it doesn't look to be taking distance or motion into account at all when it comes to the volume (unlike Minecarts). The only variable is based on the attack time and duration.
GuardianSound.javafloat f = this.guardian.getAttackAnimationScale(0.0F); this.volume = 0.0F + 1.0F * f * f;EntityGuardian.javapublic float getAttackAnimationScale(float p_175477_1_) { return ((float)this.clientSideAttackTime + p_175477_1_) / (float)this.getAttackDuration(); }The bug
When a guardian attacks a player or a squid, the laser attack sound (and subtitle) will play at the same volume, even if the player is hundreds of blocks away.
Code analysis
Code analysis by Dylan can be found in this comment.
Windows 7 64-bit, Windows 8.1 64-bit, Java 8
Ticket is yours now, [~ericz1]
is duplicated by
Confirmed for 1.13.1
relates to
relates to
is duplicated by
is duplicated by
is duplicated by
relates to
is duplicated by
is duplicated by
The
bugWhen a guardian attacks a player or a squid, the laser attack sound (and subtitle) will play at the same volume, even if the player is hundreds of blocks away.
Code analysis
Code analysis by Dylan can be found in this comment.
The Bug
When a guardian attacks a player or a squid, the laser attack sound (and subtitle) will play at the same volume, even if the player is hundreds of blocks away.
Steps to Reproduce
- Enter creative mode and locate a large body of water.
- Summon both a guardian and squid in the water.
- When the guardian begins to shoot the squid, quickly teleport yourself 75 blocks up into the sky.
/tp @s ~ ~75 ~- Listen closely and take note as to whether or not the minecraft:entity.guardian.attack sound lowers in volume depending on the distance between you and the guardian.
Observed Behavior
The minecraft:entity.guardian.attack sound doesn't lower in volume depending on the distance between you and the guardian.
Expected Behavior
The minecraft:entity.guardian.attack sound would lower in volume depending on the distance between you and the guardian.
Code analysis
Code analysis by Dylan can be found in this comment.
is duplicated by
relates to
relates to
is duplicated by
A chunk or chunks very near my oceanfront base started spawning guardians suddenly. My last backup on Oct 2nd does not spawn guardians in this area, but my live version started doing so Oct 5th.
I created a new creative world using the same seed, tp'd to the location and it does not spawn guardians (nor is there an ocean monument)
Possible duplicate with MC-65214 though I am not loading old area created before guardians were added. Also I appear to have the Guardian Sound bug (MC-57057)
Seed: -6501567322576795968
World created in version 14w30c
Current version is 1.8 (upgraded automatically by launcher when released)
The bug
Sounds, very far away from the player can be heard and subtitles are being displayed
How to reproduce
- Create a new world and fly very high in creative mode (for example)
- Turn on 'subtitles' in the sound settings
- You can see the majority of the time "Minecart rolls" or similar in the subtitles from caves underground
Related to MC-57057
Relates to MC-57057
Hey there!
Does MC-57057 happen to describe your issue. This report states that the Guardian Laser Attack Sound isn't affected by distance.
Duplicates MC-57057
Thank you for your report!
We're tracking this issue in MC-57057, 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.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
Duplicate of MC-57057
Relates to MC-57057.
Thank you for your report!
We're tracking this issue in MC-57057, 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.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
– I am a bot. This action was performed automatically! Please report any issues on Discord or Reddit
This report is most likely a duplicate of MC-57057.
Duplicate of MC-57057
Thank you for your report!
We're tracking this issue in MC-57057, 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.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
– I am a bot. This action was performed automatically! If you think it was incorrect, please notify us on Discord or Reddit
Duplicate of MC-57057
Thank you for your report!
We're tracking this issue in MC-57057, 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.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
– I am a bot. This action was performed automatically! The ticket was resolved by one of our moderators, and I left this message to give more information to you.
What you are experiencing based on what you described is in fact a bug, MC-57057.
The guardian beam sound will stop playing when the player reloads resource assets until the player either rejoins their world, or restarts the game entirely.
Steps to Reproduce:
- Create or find a large body of water
- Spawn a guardian
- In survival, allow it to target you with a beam attack
- During the attack, reload game assets using F3 + T
Observed Behavior:
The beam attack sound cuts off, and will not continue after reloading game assets.
Expected Result:
The sound would either continue, or restart to provide the player proper gameplay feedback.
Screenshots/Videos:
Notes:
When a guardian attacks a player or a squid, the laser attack sound (and subtitle) will play at the same volume, even if the player is hundreds of blocks away.
- Enter creative mode and locate a large body of water.
- Summon both a guardian and squid in the water.
- When the guardian begins to shoot the squid, quickly teleport yourself 75 blocks up into the sky.
/tp @s ~ ~75 ~
- Listen closely and take note as to whether or not the minecraft:entity.guardian.attack sound lowers in volume depending on the distance between you and the guardian.
Dupe to MC-57057
Sorry, I didn't know MC-57057 was still being treated as unresolved
That is the sound of a Guardian or Elder Guardian firing its beam. It sounds closer than it actually is because of MC-57057.
Thank you for your report!
We're tracking this issue in MC-57057, 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.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support (Technical Issues) – 📧 Microsoft Support (Account Issues)
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki

still in 14w26b
still in 14w27b. In a small lake, spawn a bunch of squid and 1 or 2 guardians. Fly above it in creative mode, and you will hear the guardians even when you are far above them.
please reopen
This issue is present in the (as of date) latest snapshot 14w29b. This issue can be experienced by loading the seed 1122334455 where the player spawns on a tiny island surrounded by two Underwater Temples. They are quite a few blocks away, but visible from the island. The Guardian laser-beam sound is extremely loud from anywhere on the island.
If this is intended, it is the most annoying new addition to the game. I'll consider it a bug.
Still in 14w31a, the sound doesn't decrease in volume when farther away and also frequently clips
Still 14w32b, this needs reopen.
Confirmed in 14w34d.
Confirmed for 1.8-pre2.
Still in 1.8-pre3.
Still in Minecraft 1.8.
I'm experiencing it still in 1.8 too
Confirmed for 1.8.1-pre2.
Reopened.
Confirmed for 1.8.2 pre-3.
Is this still an issue in the current Minecraft Snapshot 15w45b or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Can Confirm For 16w02a, very annoying
Confirmed for 16w06a.
Confirmed for 1.9 release
Confirmed for 1.10.2.
Happening to me on 1.10.2, the sound still plays when I quit to main menu and even when I load a world that is on peaceful difficulty.
Confirmed in 16w39a and 16w39b
Confirmed in 16w39c
Let's just call it feature. Mojang clearly doesn't care about this, it's been here since 2014.
The title should be changed to something like "Guardian Laser sound plays at same volume regardless of distance" to be more specific
Confirmed in 16w40a
Confirmed in 16w41a
Confirmed in 16w42a
Confirmed in 16w43a
Confirmed in 16w44a
Confirmed in 1.11-pre1
Confirmed in 1.11
This bug might be caused by the sound event not having a defined range or one that is too large; the subtitle "Guardian shoots" also appears when the player is far away from the source.
I've taken a look at the decompiled code (using MCP), and within GuardianSound.java it doesn't look to be taking distance or motion into account at all when it comes to the volume (unlike Minecarts). The only variable is based on the attack time and duration.
It's funny how I still get Emails about this thing even after 2 years, I didn't know that bug could be such a huge issue to fix
Confirmed in 16w50a
Confirmed in 1.11.2
Confirmed for 17w13a (and 1.12-pre3).
So, you've basically took my credit for reporting this bug, like I never did? Interesting, isn't it obvious Mojang doesn't care about it. I've already finished college and got a job and this bug still isn't fixed, silly. I hope to see it fixed until my pension, even though I stopped playing Minecraft 2 years ago. Why is it so hard to send me a PM or email and at least ask, instead of just stealing?
If you can keep updating your report in the future you can have it back, otherwise we need someone else to take care of.
No, but do you think taking credit is right? Do you think I have time to update this bug on each snapshot release which is a really simple fix until I get retired in real life? I've reported the bug really long time ago and it's on them to fix it, it's not my problem, if they want to do it, they will, but obviously they won't fix this.
If that's an issue for you I just close this report and re-use one of the duplicates. Then we're both set.
I don't see what point you are trying to make there, please re-read my last sentence.
I just don't feel it's right to credit someone else while another person originally reported the bug. Without even asking me if I agree with that.
There is no credit in being the reporter of a bug, your name will not specifically mentioned or anything similar.
You said you stopped playing minecraft 2 years ago; why do you still want the ticket then?
The reporter of the ticket was changed so the ticket will actually be kept up to date, without needing a new comment for every version, this ticket isn't yours, never was, by using the bug tracker you report the issue to mojang, as such it is mojang's ticket, not yours.
Frankly, I don't even see the point in this argument, the ticket needed to be kept up to date, and to make that MUCH easier for all of us, we've changed the reporter to somebody who still plays the game, and has shown interest in the ticket/bug.
Then how about the "owner" of this ticket to show the interest in it and actually take care of it, it's like 2-3 lines of code fix.
Confirmed in 18w19b
Confirmed for 18w22c
Confirmed for 1.13-pre8
Confirmed for 1.13
Confirmed for 18w30b
Confirmed for 18w31a
Confirmed for 18w32a
Confirmed for 18w33a
Confirmed for 1.13.1-pre1
Confirmed for 18w44a
Confirmed for 19w03c
Confirmed for release 1.14. Once the guardian sounds reach a certain threshold (constant loop), they persist even after I travel thousands of blocks away. Only exiting and re-entering the world seems to clear the sound loop.
also confirmed for 1.14
confirmed for 1.14.1
Still in 1.14.3 Pre-Release 2
Still in 1.14.4 and 19w35a
Still in 19w42a
Still in 19w44a
Affects 20w11a
Affects 20w12a
Affects 20w13b
Affects 20w15a
I've changed you to the reporter; in case you didn't want this ticket let me know.
– I am a bot. This action was performed automatically! Please report any issues in Discord or Reddit
Can confirm in 20w48a.
This also affects 20w51a
Can confirm in 21w05b.
Can confirm in 21w06a.
Can confirm in 21w11a.
Can confirm in 21w17a.
Can confirm in 1.17
Can confirm in 1.17.1 Pre-release 1.
Can confirm in 1.17.1.
I am able to confirm this behavior in 21w41a. Here are some extra details regarding this problem.
The Bug:
The minecraft:entity.guardian.attack sound doesn't lower in volume depending on the distance between you and the guardian.
Steps to Reproduce:
Observed Behavior:
The minecraft:entity.guardian.attack sound doesn't lower in volume depending on the distance between you and the guardian.
Expected Behavior:
The minecraft:entity.guardian.attack sound would lower in volume depending on the distance between you and the guardian.
Can confirm in 1.18.
Can confirm in 1.18.1.
Can confirm in 1.18.2 release candidate 1.
Can confirm in 1.18.2 and 22w11a.
In 22w13a.
can confirm in 1.19 pre-release 3
Can confirm in 1.19.2.
Is this issue related to MC-177741?
windwend, hmm, I'm not too sure but I see where you're coming from. The wither spawning sound is considered a global sound event, therefore allowing it to be heard by all players regardless of the dimensions that they're in, or how far away from the sound origin point they are. This is why I think MC-177741 is in fact intentional. On the other hand, guardian sounds are not considered global sound events and instead just don't decrease in volume in regards to how far away you are from the sound origin point.
Сan confirm in 23w44a. Also work with elder guardian.
1.20.2 12/13/23 verified still an issue
Can confirm in 1.21.3. Creeped me out.