"pitch" option in old-format sound_definitions is ignored
Context
There are two ways to write a sound_definitions.json file, both of which are used by vanilla:
- Put all the sound event keys in the root
- Put all the sound event keys in a sound_definitions object, next to a format_version (1.14.0)
The bug
When using the former style, the pitch option in sound event entries is ignored.
How to reproduce
- Download the attached world
- Press the button on the left, then the right
→
Both sound identical
The resource pack contains a single sound_definitions file with pitch specified, so they should sound different.
Expected behavior
Either the pitch should work properly just as it does when using the modern sound definitions format, or the game should alert you with a content log error that the field is being ignored.
Linked Issues
Created Issue:
pitch option in sound_definitions is ignored
The bug
The sound_definitions file allows for an option for sound pitch that is used by several vanilla sounds. However, it does not work, and the original pitch from the source sound file is always used. Or at least it's ignored when using /playsound.
How to reproduce
- Download the attached world
- Press the button on the left, then the right
→Both sound identical
The resource pack contains a single sound_definitions file with pitch specified, so they should sound different.
The bug
The sound_definitions file allows for an option for sound pitch that is used by several vanilla sounds. However, it does not work, and the original pitch from the source sound file is always used.
Or at least it's ignored when using/playsound.How to reproduce
- Download the attached world
- Press the button on the left, then the right
→Both sound identical
The resource pack contains a single sound_definitions file with pitch specified, so they should sound different.
The bug
The sound_definitions file allows for an option for sound pitch that is used by several vanilla sounds. However, it does not work, and the original pitch from the source sound file is always used. I have confirmed this issue to exist in all places sounds can be played in-game.
How to reproduce
- Download the attached world
- Press the button on the left, then the right
→Both sound identical
The resource pack contains a single sound_definitions file with pitch specified, so they should sound different.
The bug
The sound_definitions file allows for an option for sound pitch that is used by several vanilla sounds. However, it does not work, and the original pitch from the source sound file is always used. I have confirmed this issue to exist in
allplaces sounds can be played in-game.How to reproduce
- Download the attached world
- Press the button on the left, then the right
→Both sound identical
The resource pack contains a single sound_definitions file with pitch specified, so they should sound different.
The bug
The sound_definitions file allows for an option for sound pitch that is used by several vanilla sounds. However, it does not work, and the original pitch from the source sound file is always used. I have confirmed this issue to exist in most places sounds can be played in-game.
How to reproduce
- Download the attached world
- Press the button on the left, then the right
→Both sound identical
The resource pack contains a single sound_definitions file with pitch specified, so they should sound different.
The bug
The sound_definitions file allows for an option for sound pitch that is used by several vanilla sounds. However, it does not work, and the original pitch from the source sound file is always used. I have confirmed this issue to exist in most places sounds can be played in-game.
How to reproduce
- Download the attached world
- Press the button on the left, then the right
→Both sound identical
The resource pack contains a single sound_definitions file with pitch specified, so they should sound different.
Note
Obviously /playsound has its own pitch option, which works fine. However, the sound definitions pitch is still ignored in all other contexts, such as mob sounds or animation sounds.
The bug
The sound_definitions file allows for an option for sound pitch that is used by several vanilla sounds. However, it does not work, and the original pitch from the source sound file is always used. I have confirmed this issue to exist in most places sounds can be played in-game.
How to reproduce
- Download the attached world
- Press the button on the left, then the right
→Both sound identical
The resource pack contains a single sound_definitions file with pitch specified, so they should sound different.
Note
Obviously /playsound has its own pitch option, which works fine. However, the sound definitions pitch is still ignored in all other contexts, such as mob sounds or animation sounds. Additionally, this bug makes it impossible to pitch individual sounds in a sound event when using /playsound.
The bug
The sound_definitions file allows for an option for sound pitch that is used by several vanilla sounds. However, it does not work, and the original pitch from the source sound file is always used. I have confirmed this issue to exist in most places sounds can be played in-game.
How to reproduce
- Download the attached world
- Press the button on the left, then the right
→Both sound identical
The resource pack contains a single sound_definitions file with pitch specified, so they should sound different.
Note
Obviously /playsound has its own pitch option, which works fine. However, the sound definitions pitch is still ignored in all other contexts, such as mob sounds or animation sounds. Additionally, this bug makes it impossible to pitch individual soundsina sound event when using /playsound.The bug
The sound_definitions file allows for an option for sound pitch that is used by several vanilla sounds. However, it does not work, and the original pitch from the source sound file is always used. I have confirmed this issue to exist in most places sounds can be played in-game.
How to reproduce
- Download the attached world
- Press the button on the left, then the right
→Both sound identical
The resource pack contains a single sound_definitions file with pitch specified, so they should sound different.
Note
Obviously /playsound has its own pitch option, which works fine. However, the sound definitions pitch is still ignored in all other contexts, such as mob sounds or animation sounds. Additionally, this bug makes it impossible to pitch the individual sounds that comprise a sound event when using /playsound.
"pitch" option in old-format sound_definitions is ignored
The bugThe sound_definitions file allows for an option for sound pitch that is used by several vanilla sounds. However, it does not work, and the original pitch from the source sound file is always used. I have confirmed this issue to exist in most places sounds can be played in-game.
How to reproduce
- Download the attached world
- Press the button on the left, then the right
→Both sound identical
The resource pack contains a single sound_definitions file with pitch specified, so they should sound different.
Note
Obviously /playsoundhas its own pitch option, which works fine. However, the sound definitions pitch is still ignored in all other contexts, such as mobsounds or animation sounds. Additionally, this bug makes it impossible to pitch the individual sounds that comprise a sound event when using/playsound.Context
There are two ways to write a sound_definitions.json file, both of which are used by vanilla:
- Put all the sound event keys in the root
- Put all the sound event keys in a sound_definitions object, next to a format_version (1.14.0)
The bug
When using the former style, the pitch option in sound event entries is ignored.
How to reproduce
- Download the attached world
- Press the button on the left, then the right
→Both sound identical
The resource pack contains a single sound_definitions file with pitch specified, so they should sound different.
Expected behavior
Either the pitch should work properly just as it does when using the modern sound definitions format, or the game should alert you with a content log error that the field is being ignored.
is duplicated by
I'm not sure why I made this since it's literally just MCPE-49430 but phrased in a far less compelling way
Thank you for your report!
However, this issue has been temporarily closed as Awaiting Response
This ticket hasn't been updated for some time - is this still an issue in the latest version? If so, could you please add the latest affected version, or comment if this is no longer an issue.
Also, if there any further steps to reproduce the issue, please include them when possible.
This ticket will automatically reopen when you reply.
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Remembered to actually attach the world this time
I can still reproduce this with the test world in 1.16.100.57
Our testers cannot reproduce this in the latest version - could this possibly be an issue with a pack that you are using?
Are the testers using the attached world or a different one? If the latter, I'd be interested to see the setup. Is it hardware-specific? For now I can still reproduce on latest 1.18.10 on Windows 10 and on my android phone.
Minecraft 2022-02-08 11-18-36.mp4
came looking for the same thing, also reproducing when playing sound from animations and playsound, completely ignoring the sound_definitions
Anyone from the future: use "format_version":"1.14.0" and wrap your sounds in a sound_definitions block to fix this.
Affects 1.18.30.32/33
Is this still an issue for you?
Still can reproduce in 1.21.30. Since I have a workaround though, I don't care.
Yes!