I don't see any problem, as long as the sound comes from the mob it should work. It would be pretty awesome hearing epic battle music when your friend spawns a wither near your house. The enderdragon music should be made better as well.
I don't see any problem, as long as the sound comes from the mob it should work. It would be pretty awesome hearing epic battle music when your friend spawns a wither near your house. The enderdragon music should be made better as well.
Having it come from any one mob is a good idea but also a can of worms because a) you can then reasonably ask by precedent to have any mob play music when fighting it the mos aren't literally making the music c) it makes it too easy to find the illagers/guardians in hiding, especially in mansions and monuments which are very maze-y on purpose.
In order to be integral to what I just wrote though, I'm considering restricting this suggestion to bosses that live in well--defined structures or who have boss-bars.
The full list of bosses I would think of is very long, especially as I also consider 'wolf-pack' bosses to be real bosses (large groups of aggravated zombies, zombie pigmen, wolves, etc.)
The list of potential 'bosses' would include - enderdragon (already has music), wither, village's iron golems, illager beasts in general, raids, angered wolves (at least two), angered dolphins (ditto), angered zombie pigmen (at least four), illager patrols, elder guardians in monuments, all illagers in mansions, unlit/undestroyed dungeon spawners, ditto for strongholds, ditto for nether fortresses, ditto for mineshafts, zombie villages (until all villagers cured/killed/burned), ocean ruins (until all Drowned killed/burned/despawned - yes the ruin-spawning ones do despawn (!) , I have checked this now), any instance of witches/endermen/slimes/magma cubes/jockeys/trap horses/armoured undead/ armed zombies/baby undead/charged creepers/unused hostile or neutral mobs, and as of 1.14 -w50 snapshot, witches in witch huts only if provoked.
This seems like way too much, right? Combine the number of soundtracks -even if short- and the amount of extra coding and potential lag, it seems not worth it for every possible longer fight to be a 'boss'.
So I'm going to massively shorten this list? Ready?
Enderdragon, wither, raids, elder guardians on pocket edition only
Basically, instead of considering any tougher mob/group whatsoever, only consider mobs that are officially designated as bosses by the bossbar. Because how hard a mob has to be to be a boss is subjective, but Mojang gets to decide which ones deserve bossbars and that's a clear distinction.
In addition, relying on boss-bars means the music is easier to manage activating and deactivating, and allows it to play ambiently in fights rather than coming from a mob locally.
There are many potential problems with this, but I'd like to hear opinions.
I don't see any problem, as long as the sound comes from the mob it should work. It would be pretty awesome hearing epic battle music when your friend spawns a wither near your house. The enderdragon music should be made better as well.
Having it come from any one mob is a good idea but also a can of worms because a) you can then reasonably ask by precedent to have any mob play music when fighting it the mos aren't literally making the music c) it makes it too easy to find the illagers/guardians in hiding, especially in mansions and monuments which are very maze-y on purpose.
In order to be integral to what I just wrote though, I'm considering restricting this suggestion to bosses that live in well--defined structures or who have boss-bars.
The full list of bosses I would think of is very long, especially as I also consider 'wolf-pack' bosses to be real bosses (large groups of aggravated zombies, zombie pigmen, wolves, etc.)
The list of potential 'bosses' would include - enderdragon (already has music), wither, village's iron golems, illager beasts in general, raids, angered wolves (at least two), angered dolphins (ditto), angered zombie pigmen (at least four), illager patrols, elder guardians in monuments, all illagers in mansions, unlit/undestroyed dungeon spawners, ditto for strongholds, ditto for nether fortresses, ditto for mineshafts, zombie villages (until all villagers cured/killed/burned), ocean ruins (until all Drowned killed/burned/despawned - yes the ruin-spawning ones do despawn (!) , I have checked this now), any instance of witches/endermen/slimes/magma cubes/jockeys/trap horses/armoured undead/ armed zombies/baby undead/charged creepers/unused hostile or neutral mobs, and as of 1.14 -w50 snapshot, witches in witch huts only if provoked.
This seems like way too much, right? Combine the number of soundtracks -even if short- and the amount of extra coding and potential lag, it seems not worth it for every possible longer fight to be a 'boss'.
So I'm going to massively shorten this list? Ready?
Enderdragon, wither, raids, elder guardians on pocket edition only
Basically, instead of considering any tougher mob/group whatsoever, only consider mobs that are officially designated as bosses by the bossbar. Because how hard a mob has to be to be a boss is subjective, but Mojang gets to decide which ones deserve bossbars and that's a clear distinction.
In addition, relying on boss-bars means the music is easier to manage activating and deactivating, and allows it to play ambiently in fights rather than coming from a mob locally.