/playsound shows message even if sound doesn't exist
Hi,
This is a minor bug.
When typing /playsound mob.jellyfish.sting [other parameters], a sound that does not exist, it displays that it has played to the user.
No matter what is put in the second parameter, even if it does not exist, it shows that it is playing.
Perhaps have the client/ server communicate to check if the sound exists.
Environment
All systems
Created Issue:
/playsound shows message even if sound doesn't exist
Hi,
This is a minor bug.
When typing /playsound mob.jellyfish.sting [other parameters], a sound that does not exist, it displays that it has played to the user.
No matter what is put in the second parameter, even if it does not exist, it shows that it is playing.
Perhaps have the client/ server communicate to check if the sound exists.Environment
All systems
is duplicated by
is duplicated by
Does this work with this command :
/playsound entity.endermen.death @p
Because of MC-81025, you can't know if you are using a correct sound name (the console still log a WARN about that). Some of the sound path changed in 1.9, here is the complete list : http://pastebin.com/YZ6KXE9D
Thank you for your report!
We're tracking this issue in MC-81025, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as working as intended, which means this is not considered a bug and won't be fixed. Please do not leave a comment on the linked ticket.
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Duplicate of MC-81025, WAI: server does not, and cannot, know if the event exists or not as clients can add events using resource packs.
Thank you for your report!
We're tracking this issue in MC-81025, 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.
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You can add sounds, with event, in resource packs, intended
I know. But even if a resource pack doesn't have THAT sound name, it will still say its being played. Just should have a message like "Song not found", makes debugging a lot easier.
yeah, but single player has server side as well, and servers cannot detect if anyone has that sound or not
Not really sure what you mean... The server would need to see if the client had that song available. There really needs to be more integration with sounds and the server, since the server knows nothing about what client sounds are active – terrible for projects like one I'm working on where I want to see if the users volume isn't 0%, stop a sound on the client, ability to offset /playsound, like /playsound <offset in milliseconds>.
This might not seem important, but its the start of client/ server integration which can lead to some awesome maps/ plugins.
the thing is, it can't, I doesn't know what resourcepacks you have on
also, the latter is a feature request, this is a bug tracker
What I said in my previous comment is a feature request, although my initial post about saying if it was played successfully is a bug. It might not be possible as of yet to determine if the sound was played, but its still a bug and something I hope gets addressed.
Thanks!
You cannot know on the server if they have the sound or not.
But java spits out a shiny warning about not being able to play a soundEvent
Can't the warning be handled if it is detected?
Servers have resource packs, and as you said even single-player is just a local server
on top of that, /playsound already has a list of what sounds are available for when you press tab. why can't you use that list if all else fails?
Both the warning and the tab complete list are client side. In theory the server could ask the client for a response packet to determine the command's success, but that is not a good idea