Sounds that start far away remain attenuated even when approaching the source
NatSquared opened this issue ยท 2 comments
Bug description
When a long sound is started from behind a wall or corner, it does not de-attenuate properly (high-ends stay damped) when you approach the source of the noise
Steps to reproduce the issue
- Find or make a cave-like structure.
- Note your current coordinates
- run
/playsound minecraft:music_disc.pigstep ambient @a [coordinates]
- Move behind a corner and notice that the sound continues to play in a way that sounds physically accurate: Low-ends travel through the rock and high-ends are only audible in echoes off the walls
- Stop all sounds
- Run the same command again, with the same coordinates as before, but remain standing behind the corner:
/playsound minecraft:music_disc.pigstep ambient @a [coordinates]
- Notice that the high-end is no longer echoing off the walls
- Approach the source of the sound
Expected behavior
Sound attenutation should be updated periodically as the player moves around in the world
Log files
N/A; no crash report
Versions
- Minecraft version: 1.19.0
- Forge/Fabric version: Fabric 0.14.8
- Mod version:
soundphysics-fabric-1.19-1.0.6.jar
Other mods
architectury-5.7.28-fabric.jar kubejs-fabric-1900.5.5-build.27.jar SimpleDiscordLink-fabric-1.19-1.3.0.jar
cloth-config-7.0.72-fabric.jar lithium-fabric-mc1.19-0.8.0.jar soundphysics-fabric-1.19-1.0.6.jar
entitymodifiers-1.2.0.jar phosphor-fabric-mc1.19.x-0.8.1.jar textile_backup-2.4.0-1.19.jar
fabric-api-0.57.0+1.19.jar rhino-fabric-1802.1.14-build.190.jar voicechat-fabric-1.19-2.2.47.jar
worldedit-mod-7.2.11-beta-01.jar
This is a technical limitation, thats very hard to work around. Thats also the reqson why music discs do not have any effects applied to them.