Changes pitch for working sound
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Kristian Knarvik 2024-07-28 17:20:51 +02:00
parent 384893b01a
commit 523e4cb47a

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@ -171,14 +171,14 @@ public abstract class Session implements Runnable {
* @param sound <p>The sound to play</p>
*/
protected void playSound(Sound sound) {
playSound(this.npc.getEntity(), sound, 1.0F);
playSound(this.npc.getEntity(), sound);
}
/**
* Plays the working NPC sound
*/
protected void playWorkSound() {
playSound(this.npc.getEntity(), Sound.ITEM_ARMOR_EQUIP_NETHERITE, 0.5f);
playSound(this.npc.getEntity(), Sound.ITEM_ARMOR_EQUIP_NETHERITE);
}
/**
@ -186,15 +186,14 @@ public abstract class Session implements Runnable {
*
* @param entity <p>The entity that should play the sound</p>
* @param sound <p>The sound to play</p>
* @param pitch <p>The pitch to play the sound at</p>
*/
private void playSound(@NotNull Entity entity, @NotNull Sound sound, float pitch) {
private void playSound(@NotNull Entity entity, @NotNull Sound sound) {
World world = entity.getLocation().getWorld();
if (world == null) {
return;
}
NPCSoundEvent event = new NPCSoundEvent(this.npc, this.player, SoundCategory.AMBIENT, sound, 0.5f, pitch);
NPCSoundEvent event = new NPCSoundEvent(this.npc, this.player, SoundCategory.AMBIENT, sound, 0.5f, 1.0f);
BlacksmithPlugin.getInstance().callEvent(event);
if (event.isCancelled()) {
return;