Soon people will be asking how to make mods without the new API coming out. Why reinvent the wheel? Only reason I would do it would be for fun and learning purpose, but when it comes down to using it, you need to think about the users.
@SpectralZealot
That would be up to maxvolt0. What you see besides that screenshot isn't part of the newer version we were working on. It was completly different had had a lot more ideas not talked about here.
if its dead give me a note pad version of all the scripts if your quiting on it i will revive it through updating it
The code is not your average new block/item stuff. It's complex and from what you said above it looks like you won't be able to handle it. Plus I'm not planning on given it out.
Here is the current version from a while back.
As you can see it's not an easy mod to continue if you had my permission.
I was looking at this topic but didn't have time to reply. This caught my eye.
Sure enough, reading AudioMod's description says "...adds support for modders to add custom sound effects", which implies that custom sounds are not possible otherwise.
AudioMod isn't needed for custom sounds. On that tutorial there are two ways to install sounds, the vanilla Minecraft way or Forge way.1 In order to loop the sound you may need to handle it manually. Meaning creating the source, adding settings, playing, and stopping it. Take a look at SoundManager.class and the docs. I'm working on something so I can't test it out right now.
1. This tutorial still works. There have been multiple threads saying otherwise.
People would learn Java(or more of it) if there weren't as many tutorial threads and how they are written. Some teach you just modding, others try to teach both at same time. Let's say there is a new API out. No one will make mods until a tutorial is out but having prior Java experience will give you a head start.
@post #17(Smiley) - It can go both ways. I just wasn't being clear enough.
I linked my tutorial because it explains how to install the resource and the name syntax without AudioMod.
I will go over it here, briefly.
First, install the resource.
mc.installResource("streaming/mlp/babsseeds.ogg", new File(
mc.mcDataDir, "resources/mod/mlp/sound/babsseeds.ogg"));
mc is a Minecraft instance.
I don't know where you have your sound file, but in this example it's %McDataDir%/resources/mod/mlp/babsseeds.ogg
The sound name is mlp.babsseeds
public static final Item BabsSeedR = new ItemRecord(2030, "mlp.babsseeds").setItemName("Babs Seed Disk");
You could get rid of the c418 disk name prefix by extending a new ItemRecord and overriding the getRecordTitle method.
You will need to pass two program arguments when running from eclipse.
Right click on the project -> Run As -> Run Configurations...
Then select arguments tab and in program arguments put your credentials. Separate them with a new line. For more info, check out Start.java. Note you will have to do the same when debugging.
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into
but the types don't match
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That would be up to maxvolt0. What you see besides that screenshot isn't part of the newer version we were working on. It was completly different had had a lot more ideas not talked about here.
The code is not your average new block/item stuff. It's complex and from what you said above it looks like you won't be able to handle it. Plus I'm not planning on given it out.
Here is the current version from a while back.
As you can see it's not an easy mod to continue if you had my permission.
0
AudioMod isn't needed for custom sounds. On that tutorial there are two ways to install sounds, the vanilla Minecraft way or Forge way.1 In order to loop the sound you may need to handle it manually. Meaning creating the source, adding settings, playing, and stopping it. Take a look at SoundManager.class and the docs. I'm working on something so I can't test it out right now.
1. This tutorial still works. There have been multiple threads saying otherwise.
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I hope you aren't referring to this one.
http://www.minecraft...ounds-and-more/
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http://lwjgl.org/for...hp?topic=4326.0
http://lwjgl.org/forum/index.php/topic,4711.0.html
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@post #17(Smiley) - It can go both ways. I just wasn't being clear enough.
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Close, but the sound name is actually "mob.Bok.bark"
More Info
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As of 1.4.2, the resource name "newsound" got changed to "sound3".
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I linked my tutorial because it explains how to install the resource and the name syntax without AudioMod.
I will go over it here, briefly.
First, install the resource.
mc is a Minecraft instance.
I don't know where you have your sound file, but in this example it's %McDataDir%/resources/mod/mlp/babsseeds.ogg
The sound name is mlp.babsseeds
You could get rid of the c418 disk name prefix by extending a new ItemRecord and overriding the getRecordTitle method.
1
Look at the method TileEntity#writeToNBT() The class and name are not mapped together. In GameRegistry, use the method registerTileEntity.
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http://www.minecraftforum.net/topic/1058091-tutorial-custom-sounds-and-more/
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http://www.minecraft...d-more/#records
You don't need audiomod
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Right click on the project -> Run As -> Run Configurations...
Then select arguments tab and in program arguments put your credentials. Separate them with a new line. For more info, check out Start.java. Note you will have to do the same when debugging.