Dinnerbone did this, though through a command, not a new block.
/playsound <sound> <player> [x] [y] [z] [volume] [pitch] [minimumVolume]
Is the main way it is set up.
"playsound" is the command used, for the command block, or console.
The <sound> part is how it emits what sound, and goes through the game's code-names for the sounds it has to play at certain parts.
/playsound ambient.weather.thunder
This would play the in-game Thunder sound effect.
<player> determines who hears it, so in a map only certain people can hear it.
/playsound ambient.weather.thunder @a[team=Red]
This would make only the people on the Red team of a Mini-Game map would hear thunder.
[x] [y] [z] Helps check where the center of the noise is, like how the center of a Pig-Oinking sound effect is the Pig.
/playsound ambient.weather.thunder @a[team=red] 1642 85 -625
This would make the center of the Red team only thunder noise come from those coords.
[volume] checks how loud the noise is, or how quite. The volume can be set from 0.0-2.0.
/playsound ambient.weather.thunder @a[team=red] 1642 85 -625 1.6
This would make it quite a bit more than the medium amount of noise that can be emitted.
[pitch] is how high-pitched or low-pitched it is. Can be from 0.0-2.0.
/playsound ambient.weather.thunder @a[team=red] 1642 85 -625 1.6 1.9
This would make a very high-pitched noise, which could sound almost like an alarm noise, in some sort of Race style mini-map.
[minimumVolume] is how low the volume can be, in the case it having randomized volume.
/playsound ambient.weather.thunder @a[team=red] 1642 85 -625 1.6 1.9 0.2
This would make the thunder noise sound farther away, in the case of one command block as a replica for actual thunder.
This is all the perimeters for the command, to create an alarm noise for the Red Team.
The finished product:
/playsound ambient.weather.thunder @a[team=red] 1642 85 -625 1.6 1.9 0.2
With the new "Resource Packs" able to change sounds, creating a map with actual sounds, and an actual Narrator is quite easy. Hope this helped!
Also, if you don't know the sound effect names, then here is how to figure out.
go into .minecraft (or minecraft in iMac), and go into the "assets" folder.
go into the "sound" folder, and you should see a bunch of folders. I am going into "mob".
then you should see a list of folders, each one should be named after the mob, I am going into the "creeper" folder. Then, you will see all the .ogg files, named after the effect, and if you went into certain folders, such as "fireworks", you will see the .ogg files straight away, instead of more folders, since I went into creeper, I saw the "death" sound effect.
So, you will figure out by doing this, and in the end, the sound effect I figured out is "mob.creeper.death", or if you went in to something like firework, then "fireworks.twinkle1", since there is only one folder. As well as for a name that has a "." in it, then you right a "_" instead, "random.anvil_use".
Experimenting results in strange things. The community, and I have discovered things that may have not been discovered until this was released.
Quote from Oh_its_that_guy
There's also a sound called ghast.affectionate_scream that I don't think is actually used. It's scary. Its like a ghast saying "hello" or something
Quote from EvanderQuisling7737
I'm having alot of fun tinkering around with this. Has anyone else noticed that the in-game pigman aggro sounds are high pitched? The standard pitch for the pigman aggro sound isn't the one used in the actual game.
Quote from Ncb12345
For anyone interested, if you do /playsound ambient.weather.thunder at a pitch of 2, it sounds very similar to an old style gun such as a musket firing. Might be useful for some sort of adventure map. Not like it would be needed with the resource packs, but not everyone would want to put in the effort to make one. I am so far finding this command very useful, and will continue to post my results in experimenting with this to this page.
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It's a shame that there are some limitations, that, unless some mapmaker or mindcracker speaks to Dinnerbone, will never be changed.
If someone has a twitter account, would be great to tweet him this.
The major limitation is the rain sound.
It is not a single file on repeat... it's actually four separate "rain drop" sounds that are hardcoded to be randomly played.
So if you wanted resource packs to play something like "rainy mood" when it starts rain ingame, too bad... the game will only play the first second of the complete audio over and over again.
We cannot escape the annoying rain... the only option is to replace the drop sounds with a lower volume copy, or with a mute one.
:/
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If someone has a twitter account, would be great to tweet him this.
The major limitation is the rain sound.
It is not a single file on repeat... it's actually four separate "rain drop" sounds that are hardcored to be randomly played.
So if you wanted resource packs to play something like "rainy mood" when it starts rain ingame, too bad... the game will only play the first second of the complete audio over and over again.
We cannot escape the annoyingn rain... the only option is to replace the drop sounds with a lower volume copy, or with a mute one.
:/
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The dispenser bonemealing insertion in the game was for automation purpose (just like hoppers).
You cannot reliably automate something that is random.
Because otherwise this simple mechanic is void, as a single use does not guarantee a full growth, and a multiple use will inevitably lose tons of bonemeal for already grown crop.
Ask youself: why would you use a mechanic that will make you waste tons of bonemeal? Answer is: YOU WONT.
This is not the same as enchanting being random, or generation being random, as they have nothing to do with an automation mechanic.
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You can already place flower pots in adjacent blocks.
But a spike block would be better. Specially if it were like a piston where if extended, instead of the piston arm you get spikes, that would be great for adventure maps.
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The presence of biomes was a step in the right direction IMO. But again the randomness within every biome, and between biomes itself is also very limited. So after beta we ended up with (a few) small different islands of "the same" stuff.
Why it's randomness must be so limited? That is what should be worked on (after the bugfixes of course).
All the variables used in the random factor inside each biome should also be extended (with a chance) to be applied to all other biomes, with the only limitations being the logical aspects like temperature and height.
With the current biome generation we cannot have forests in extreme hills (x-hills). We cannot have x-hills overhanging/crossing other biomes. No x-hilly taigas or deserts. (maybe I'm mistaken on one of these, but my point stands).
Anyone who watches a video of Biomes O' Plenty will understand what I'm talking about. Now add to all those biomes an increased chance of randomness (taking features of other biomes) and you will have a genuinely interesting world.
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I was thinking that the controller/locking repeater would pass it's signal to the output/locked repeater, but I was wrong.
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The "book renaming" argument is flawless.
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Biomes O' Plenty - Imgur
So yeah, I think Minecraft should have as many biomes as possible. This is to me the best way of making the game doesn't feel like every scenario you see is the same as you saw 10 min ago.
Maybe even random biomes, like based on a set of characteristics that we already have, they are randomly mixed together. Some results would be similar of that on the Imgur algum I posted.
Of course adding changes to the world generator would cause the wrath of the community, like always. But I'd go for it.
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Hardcore Mode - Don't play or create a hardcore mode world
The End - Don't go to the End
Enderdragons - Don't fight it / Don't go to the End
XP - Ignore it
Enchantments - Don't enchant
Beacons - Don't craft it??
Witches - Don't search for one, and if you stumble upon, kill it and move on
Potions - Don't brew
Except for hunger, everything you mentioned is optional and/or can be ignored. So you really would want for these features to never be in the game, even though you can, if you choose to, be completely oblivious of their existence without it changing in any shape or form the sandbox and survival aspects of Minecraft that you love so much? ¬¬
Now, I know that you may bring this up, so I'll already respond to it. Everything I mentioned as optional is optional only on a strict personal gameplay. I'm not saying SP or individual because you could ask your friend to join (using the NEW lan feature, btw) your world, and both could agree to ignore said things, and that would be multiplayer. But yeah, on a SERVER you may not be able to ignore potions and enchantments, as other players may use them against you, but guess what, it's YOUR CHOICE which server you play on. Again, if YOU decide to play on a pvp server, it's YOUR choice to face other players that use potions and enchantments.
TL;DR: Your attitude is similar to that of a child that thinks that if he is not happy nobody should be able to.
And I find completely unnecessary the creation of a second thread to say EXACTLY the same thing.... but what can I do.
Edit: It took to long for me to wrote this, so I was ninja;d several times.