[MC-30] Some of the regular sounds are now server-sided Created: 24/Oct/12 Updated: 03/Dec/17 Resolved: 31/Oct/12 |
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| Status: | Resolved |
| Project: | Minecraft: Java Edition |
| Component/s: | None |
| Affects Version/s: | Minecraft 1.4.1 |
| Fix Version/s: | Minecraft 1.4.3 |
| Type: | Bug | ||
| Reporter: | Crashty | Assignee: | [Mojang] Jeb (Jens Bergensten) |
| Resolution: | Fixed | Votes: | 6 |
| Labels: | multiplayer, server, sounds | ||
| Environment: |
(This issue is public and has nothing to do with the environment) |
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| Issue Links: |
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| Confirmation Status: | Unconfirmed | ||||||||
| Description |
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Some of the sounds like foot steps, diving, eating, they're delayed (server-sided) which is really annoying, I really hope this is a bug and is not intended |
| Comments |
| Comment by NeverCast [Joshua Lloyd] [ 31/Oct/12 ] |
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Thanks Jens, |
| Comment by [Mojang] Jeb (Jens Bergensten) [ 31/Oct/12 ] |
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The local player will now play its own sounds, to skip sound lag. |
| Comment by NeverCast [Joshua Lloyd] [ 26/Oct/12 ] |
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@Carey So! For something such as walking on water, the client would have to know that the water is now walk-able, and that is why Mojang added a new packet for Plugin/Mod Channels, to inform a client about these sort of changes, Mojang have already reserved the MC| channel for minecraft, and it could so be used to update sound association information for the standard minecraft client. What I think on this issue is that all standard sounds, that is walking, block breaking and placing, and simple things like punching a wall, should all be played immediately by the client without server instigation. Sounds that should be decided by the server are sounds by other players, such as being able to hear other plays cutting down a tree or building their house, or the sounds of mobs, which don't have any immediate visual cues that make it look like the sound is laggy. The client could also play sounds like a tool breaking immediately when it breaks, because the client knows when it wears out by calculating it's own damage value, I've seen this done both correctly and incorrectly, such as a tool having more durability server side than client side, so the tool breaks and then respawns with low health, right back in your hotbar. These are all similar concepts to dead reckoning, the client predicting the server outcome to decrease the perception of latency, and now that the client and server are completely separate, even in single player. This is more important than ever. Yes, These sounds that are now server sided, should be put back on client side, and the server should be given the option to change them as part of the Mod API. But I don't think that something like placing a block should be 100% server side. It can only cause annoying game play, and you'll never get it working correctly, not even on a LAN.
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| Comment by Carey Tilden [ 25/Oct/12 ] |
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@lol768 I realize there is currently no such behavior in the game; that was the point. I was attempting to demonstrate the usefulness of "server-sided" sounds with a hypothetical mod. If the water splashing sound was initiated by the client, then there would need to be a client side mod in addition to the server side mod, or the sounds would be wrong. Whereas with sounds initiated by the server, the mod could be server only and hence simpler. |
| Comment by lol768 [ 25/Oct/12 ] |
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Only some sounds should be handled by the server. |
| Comment by Crashty [ 25/Oct/12 ] |
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Aftert thinkin' about it, It actually needs to be handled by the server, Since the API is coming up, Modders will add all kinds of crazy and fun stuff, but its kinda unfair for us with 100+ pings, I think its our right that you should find a work around for this |
| Comment by lol768 [ 25/Oct/12 ] |
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@Carey Firstly, no such behavior exists, and if it were to exist the client should be informed about it. |
| Comment by Carey Tilden [ 25/Oct/12 ] |
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Tristan, consider what would happen in the case of a server side mod that changed some behavior the client was expecting. For example, a new enchantment that made the player walk on water. When a player is above a water block, the client may predict them jumping in and play a certain sound, but if the server decides the water should act like a solid block, the sound would be buggy and jarring. |
| Comment by Tristan Ridden [ 25/Oct/12 ] |
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Saying it's impossible for the client to know about this is implying the client doesn't have any knowledge of its environment at all, which is clearly incorrect. The world is rendered clientside, thus the client knows about the blocks. Block breaking is ghosted clientside, and is effected by tools and block materials, so clients know about materials and their inventory. As such a client is obviously aware of everything they need to to manage their own sounds - not necessarily the sounds of other players, but that's not such a big issue. Even 150ms of latency between my movement and my footsteps is jarring. I'd rather have sound off than put up with it. When you get into the kind of latency I have to remote servers - 500ms or more to US and EU servers - there is actually no instinctual association between my actions and the sounds they make, which isn't just annoying, it's quite disorienting. Realistically, clients should manage all sounds based on actions as they happen on that client's screen (actions instigated by the same events occurring serverside, of course). Sound is a layer of information perceived by the player, and when that doesn't match up with the visual information they're presented with it only results in a poor experience overall. |
| Comment by bencvt (Ben Cartwright) [ 25/Oct/12 ] |
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Duplicate bug report But please do fix this issue! It's very noticeable for 100ms+ latencies, which is not uncommon. Also, block destruction sounds are client-side but block placement sounds aren't. |
| Comment by Crashty [ 24/Oct/12 ] |
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Oh... well thats just sad.. Its always annoying to hear someone walking behind me, when its actually my foot steps, Anyway.. no leather boots are worn, best of luck |
| Comment by [Mojang] Grum (Erik Broes) [ 24/Oct/12 ] |
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Maybe you are wearing leather boots that muffle the sound. Point is, this is how it will remain because upcoming API will make it impossible for the client to know beforehand. |
| Comment by Crashty [ 24/Oct/12 ] |
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@Grum I don't know much but.. shouldn't the client handle 90% of the sounds system? |
| Comment by lol768 [ 24/Oct/12 ] |
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@Grum The client would know what block it is standing on and therefore what noise to make. I don't really understand why this sound would be server side. |
| Comment by [Mojang] Grum (Erik Broes) [ 24/Oct/12 ] |
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How would the client know what sound to play? there are quite some factors. Especially when the API comes in. |