Explorar o código

Reduce default volume of level up sound

nossr50 %!s(int64=3) %!d(string=hai) anos
pai
achega
10470dde13

+ 3 - 0
Changelog.txt

@@ -1,4 +1,7 @@
 Version 2.1.206
 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 adventure platform dependency
     Updated to use Java 17
     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)
     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() {
     public static float getFizzPitch() {

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

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