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Bug
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Resolution: Unresolved
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None
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1.21.60.21 Preview, 1.21.50.22 Preview, 1.21.40.21 Preview, 1.21.20.24 Preview, 1.21.20.21 Preview, 1.21.10.21 Preview, 1.21.0.20 Preview, 1.20.80.23 Preview, 1.20.72 Hotfix, 1.21.0.23 Preview, 1.20.80, 1.21.0.24 Preview, 1.21.0.26 Preview, 1.21.10.24 Preview, 1.21.10.23 Preview, 1.21.0, 1.21.1 Hotfix, 1.21.30.21 Preview, 1.21.3 Hotfix (PS4), 1.21.2 Hotfix, 1.21.20, 1.21.30.23 Preview, 1.21.21 Hotfix, 1.21.30.25 Preview, 1.21.22 Hotfix, 1.21.30
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Confirmed
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Multiple
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1211805
On Java Edition, the wind charge burst sounds use the pitch set in the sound event multiplied by a random value in the range [ 0.56, 0.84 ]. This pitch range is the same as explosions on Java. (see MCPE-180025). The volume is set to 4.0, again matching explosions.
On Bedrock, the Wind Charge burst sounds use a consistent pitch of 1.0 * 1.0 for players and 1.0 * 1.2 for Breezes. The volume is set to 1.0
NOTE: The first number in the pitch multiplication should be configured in sound_definitions.json. The second number should be configured in sounds.json. This ensures parity with Java Edition.
Expected Result
Player wind charge burst pitches are in the range 1.25 * [ 0.56, 0.84 ].
Breeze wind charge burst pitches are in the range 1.2 * [ 0.56, 0.84 ].
All wind charge burst volumes are 4.0.
Observed Result
Player wind charge burst sounds are always played with pitch 1.0 * 1.0.
Breeze wind charge burst sounds are always played with pitch 1.0 * 1.2.
All wind charge burst volumes are 1.0.
To Fix
A fix resource pack for these sounds has been attached. It corrects the sound events in sound_definitions.json and the event calls in sounds.json. The sounds now match Java Edition.
- relates to
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MCPE-180025 Explosion sounds are too high-pitched
- Open