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Reduce default volume of level up sound

nossr50 vor 3 Jahren
Ursprung
Commit
10470dde13

+ 3 - 0
Changelog.txt

@@ -1,4 +1,7 @@
 Version 2.1.206
+    Fixed a bug preventing Action Bar messages from showing
+    Fixed a bug where Alchemy XP wasn't being granted
+    Lowered the default volume of level up from .75 to .3 in sounds.yml (delete sounds.yml to get this change automagically)
     Updated adventure platform dependency
     Updated to use Java 17
 

+ 16 - 37
src/main/java/com/gmail/nossr50/util/sounds/SoundManager.java

@@ -66,43 +66,22 @@ public class SoundManager {
 
     private static Sound getSound(SoundType soundType)
     {
-        switch(soundType)
-        {
-            case ANVIL:
-                return Sound.BLOCK_ANVIL_PLACE;
-            case ITEM_BREAK:
-                return Sound.ENTITY_ITEM_BREAK;
-            case POP:
-                return Sound.ENTITY_ITEM_PICKUP;
-            case CHIMAERA_WING:
-                return Sound.ENTITY_BAT_TAKEOFF;
-            case LEVEL_UP:
-                return Sound.ENTITY_PLAYER_LEVELUP;
-            case FIZZ:
-                return Sound.BLOCK_FIRE_EXTINGUISH;
-            case TOOL_READY:
-                return Sound.ITEM_ARMOR_EQUIP_GOLD;
-            case ROLL_ACTIVATED:
-                return Sound.ENTITY_LLAMA_SWAG;
-            case SKILL_UNLOCKED:
-                return Sound.UI_TOAST_CHALLENGE_COMPLETE;
-            case ABILITY_ACTIVATED_BERSERK:
-                return Sound.BLOCK_CONDUIT_AMBIENT;
-            case ABILITY_ACTIVATED_GENERIC:
-                return Sound.ITEM_TRIDENT_RIPTIDE_3;
-            case DEFLECT_ARROWS:
-                return Sound.ENTITY_ENDER_EYE_DEATH;
-            case TIRED:
-                return Sound.BLOCK_CONDUIT_AMBIENT;
-            case BLEED:
-                return Sound.ENTITY_ENDER_EYE_DEATH;
-            case GLASS:
-                return Sound.BLOCK_GLASS_BREAK;
-            case ITEM_CONSUMED:
-                return Sound.ITEM_BOTTLE_EMPTY;
-            default:
-                return null;
-        }
+        return switch (soundType) {
+            case ANVIL -> Sound.BLOCK_ANVIL_PLACE;
+            case ITEM_BREAK -> Sound.ENTITY_ITEM_BREAK;
+            case POP -> Sound.ENTITY_ITEM_PICKUP;
+            case CHIMAERA_WING -> Sound.ENTITY_BAT_TAKEOFF;
+            case LEVEL_UP -> Sound.ENTITY_PLAYER_LEVELUP;
+            case FIZZ -> Sound.BLOCK_FIRE_EXTINGUISH;
+            case TOOL_READY -> Sound.ITEM_ARMOR_EQUIP_GOLD;
+            case ROLL_ACTIVATED -> Sound.ENTITY_LLAMA_SWAG;
+            case SKILL_UNLOCKED -> Sound.UI_TOAST_CHALLENGE_COMPLETE;
+            case ABILITY_ACTIVATED_BERSERK, TIRED -> Sound.BLOCK_CONDUIT_AMBIENT;
+            case ABILITY_ACTIVATED_GENERIC -> Sound.ITEM_TRIDENT_RIPTIDE_3;
+            case DEFLECT_ARROWS, BLEED -> Sound.ENTITY_ENDER_EYE_DEATH;
+            case GLASS -> Sound.BLOCK_GLASS_BREAK;
+            case ITEM_CONSUMED -> Sound.ITEM_BOTTLE_EMPTY;
+        };
     }
 
     public static float getFizzPitch() {

+ 1 - 1
src/main/resources/sounds.yml

@@ -22,7 +22,7 @@ Sounds:
         Volume: 0.5
     LEVEL_UP:
         Enable: true
-        Volume: 0.75
+        Volume: 0.3
         Pitch: 0.5
     ITEM_BREAK:
         Enable: true