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Bug
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Resolution: Unresolved
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None
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1.20.4, 24w14a, 1.20.5 Pre-Release 1
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None
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Confirmed
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Sound
This issue is related to MC-268946. Clones MC-269321.
When attacking an entity, sounds such as
minecraft:entity.player.attack.strong
,
minecraft:entity.player.attack.crit
,
minecraft:entity.player.attack.knockback
,
minecraft:entity.player.attack.sweep
,
minecraft:item.mace.smash_air
,
minecraft:item.mace.smash_ground
,
minecraft:item.mace.smash_ground_heavy
are played at the player's position instead of the entity's position. While this could be intentional, it's inconsistent with entity interactions triggered by right-clicking, where sounds are played at the entity's position as expected. For instance, shearing a sheep produces the shearing sound at the sheep's position. It's unclear when sounds like
minecraft:entity.player.attack.weak
and
minecraft:entity.player.attack.nodamage
play. This discrepancy might be intentional to prevent excessively loud sounds for the attacking player upon hitting another player.
Steps to reproduce
/attribute @s minecraft:player.entity_interaction_range base set 64
/summon minecraft:warden ~ ~ ~ {NoAI:1b,Silent:1b}
- Be far away from it (about 50 blocks)
- Attack the warden
- Attack the warden with a critical hit
- Attack the warden with a sweeping attack
- Attach the warden while sprinting to do a knockback attack
- Attack the warden while falling by using a mace
- Come closer to the warden
- Repeat steps 4-8
Observed: All attack sounds were heard at your position, as evidenced by their consistent volume regardless of proximity to the warden.
Expected: All attack sounds should originate from the warden's position, meaning they should either be inaudible from a distance or barely audible.
- clones
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MC-269321 Attack sounds are played at the player's position rather than at the entity being attacked.
- Resolved