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Bug
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Resolution: Duplicate
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None
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1.21.60.21 Preview, 1.21.44 Hotfix
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None
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Unconfirmed
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Multiple
I created a resource pack that completely changes all the stone sounds, volume and pitch. But when I try to destroy a stair that uses the stone sound, it emits the default vanilla sounds with default vanilla volume and pitch. Not all stairs are affected by this bug, but some like cobblestone, that purple thing from the end that I forgot the name, and possibly etc. Are affected. Please fix it, it makes the resource pack inconsistent. I made sure that I defined the sounds properly in and sounds.json. defining the sounds in sound_definitions.json and blocks.json isn't needed since it uses the vanilla sounds, but the thing is, my sound pack only uses the dig/place/break sound for everything, and always uses 1.0 pitch for every sound. But when I try to mine these stairs, they emit the steps sounds when hit and with the default pitch (in this case 0.5), and when they are destroyed, they emit the dig sounds with the default pitch. (In this case [0.8, 1.0] )
The list of affected blocks are: Cobblestone stairs, brick stairs, quartz stairs, purpur stairs, stone brick stairs, sandstone stairs, and red sandstone stairs. Please note that this only happens with the blocks I listed, and it doesn't happen with any of their variants.
Update: Found two new issues, the cauldron sounds has pitch variations too, tried to fix the cauldron by defining a pitch for it in sound_definitions.json, but it didn't work, picking up an arrow entity has the same issue. I assume these two are hardcoded and can't be changed. About the stairs and the cauldron block, using blocks.json to set sounds for them worked as a temporary fix, but ONLY for blocks' basic interactions (located in sounds.json). All the cauldron interactions which uses the splash sounds and the arrow entity issue can't be fixed with jsons. These are probably hardcoded and can only be fixed by changing the source code of Minecraft bedrock. Something players can't do. Only the developers. another case happens with the sound "random.pop2" (random.pop but with a pitch of 0.325) which is not used in the game anymore (it was used until mcpe 0.12.0) so it is understandable. But the others should be fixed. Since they are still used in the game nowadays. Defining properties for these sounds such as pitch and volume in sound_definitions.json doesn't work, they are overridden by the hardcoded values. Also there's no sound id for the arrow entity pickup sound and therefore can't be changed either.
An updated version of my resource pack is attached here. It's called "Old MCPE Sounds-1.mcpack"
- duplicates
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MCPE-169612 Many blocks do not have any sound assigned in blocks.json
- Reopened