Stop using vanilla sound events for proper subtitles
williewillus opened this issue · 4 comments
Throughout the Botania codebase, we do things like playSound(SoundEvents.WOOL_PLACE, ...)
where the sound event is one of vanilla's. We should not be doing this in most cases.
The reason is that each sound event has its own unique subtitle, but we play a lot of these sounds outside of their original vanilla contexts. We were simply lazy and wanted to get the same sound for the least effort. Folks that are hard of hearing will see misleading vanilla subtitles instead of whatever botania related sound actually is happening.
Migrate all instances where we do this to use our own sound event we declare in our sounds.json, which piggybacks off of vanilla's sound event but with a proper Botania-fied subtitle.
Not prioritizing this myself since it's a huge slog, but if you have any questions please ask.
Categorized usages of vanilla SoundEvents
as of 1.17.x-fabric HEAD:
Blocks
- Drums:
NOTE_BLOCK_BASEDRUM
when drummed. - Spreaders:
WOOL_PLACE
andWOOL_BREAK
when covering and uncovering with wool. (these were my fault lol) - Red String Interceptor:
DISPENSER_DISPENSE
when a player right clicks it.
Items
- Manasteel, Manaweave, Elementium, Terrasteel armors: Iron, leather, iron, and diamond armor equipping sounds.
- Astrolabe, Black Hole Talisman, Temperance Stone:
EXPERIENCE_ORB_PICKUP
when interacted with. - All horns:
NOTE_BLOCK_BASS
when blown. - Mana Blaster:
STONE_BUTTON_CLICK_ON
andLEVER_CLICK
while configuring. - Slingshot, Thorn Chakram, Vine Ball, Ender Air:
ARROW_SHOOT
when firing their decisively non-arrow projectiles. - Virus:
ZOMBIE_VILLAGER_CURE
when converting horses to zombies, - World Seed, Flugel Eye:
ENDERMAN_TELEPORT
when teleporting player. - Dice of Fate:
ARROW_SHOOT
when rolling the die. - Rod of the Hells (Fire Rod):
BLAZE_AMBIENT
when operated. - Rod of the Molten Core (Smelt Rod):
FLINTANDSTEEL_USE
,FIRE_AMBIENT
when operated. - Rod of the Terra Firma (Terraform Rod):
SAND_STEP
when placing blocks. - Pinkinator:
GENERIC_EXPLODE
when operated.
Flowers
- Tigerseye:
CREEPER_HURT
when it does its thing. - Rosa Arcana:
EXPERIENCE_ORB_PICKUP
when the flower actually is picking up an experience orb. - Entropinnyum:
GENERIC_EXTENGUISH_FIRE
when the TNT is unethical,GENERIC_EXPLODE
when it is. - Gourmarillys:
GENERIC_EAT
,PLAYER_BURP
when consuming food. - Hydroangeas:
GENERIC_DRINK
quietly when drinking water. - Kekimurus:
GENERIC_EAT
when eating cake. - Narslimmus:
SLIME_SQUISH
when eating a slime. - Shulk-me-not:
SHULKER_DEATH
when a shulker bullet collides, played 10 times in order to make it louder. - Spectrolus:
SHEEP_DEATH
,GENERIC_EAT
when eating sheep entities (not when eating wool items, interestingly).
Entities
- Gaia Guardian:
ENDER_DRAGON_GROWL
when spawning,GENERIC_EXPLODE
when dying,ENDERMAN_TELEPORT
when teleporting.
Usages that are probably okay?
- BotaniaAPI:
DUMMY_ARMOR_MATERIAL
's equip sound. - Cacophonium: A couple hardcoded sounds for slimes and creepers, bypassing
getAmbientSound
. - Hand of Ender:
ENDER_CHEST_OPEN
when... opening an ender chest! - Flame Ring:
FIRE_AMBIENT
idly - Incense Plate:
FIRE_AMBIENT
idly,GENERIC_EXTINGUISH_FIRE
when put out via waterlogging - All brews:
PLAYER_BURP
after drinking the brew. - Livingwood Bow:
ARROW_SHOOT
when shooting an arrow. - Ender Air:
ITEM_PICKUP
when... I dunno actually, but something to do with putting items in your inventory - Petal Apothecary (Altar):
GENERIC_SPLASH
when colliding with items, when filling with water, and idly.
All the ones in the "probably okay" category I'd agree with, so I went ahead and checked them off.