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Reduce default volume of level up sound
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11245e87ef
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@ -1,4 +1,7 @@
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Version 2.1.206
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Version 2.1.206
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Fixed a bug preventing Action Bar messages from showing
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Fixed a bug where Alchemy XP wasn't being granted
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Lowered the default volume of level up from .75 to .3 in sounds.yml (delete sounds.yml to get this change automagically)
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Updated adventure platform dependency
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Updated adventure platform dependency
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Updated to use Java 17
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Updated to use Java 17
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@ -66,43 +66,22 @@ public class SoundManager {
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private static Sound getSound(SoundType soundType)
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private static Sound getSound(SoundType soundType)
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{
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{
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switch(soundType)
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return switch (soundType) {
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{
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case ANVIL -> Sound.BLOCK_ANVIL_PLACE;
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case ANVIL:
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case ITEM_BREAK -> Sound.ENTITY_ITEM_BREAK;
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return Sound.BLOCK_ANVIL_PLACE;
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case POP -> Sound.ENTITY_ITEM_PICKUP;
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case ITEM_BREAK:
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case CHIMAERA_WING -> Sound.ENTITY_BAT_TAKEOFF;
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return Sound.ENTITY_ITEM_BREAK;
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case LEVEL_UP -> Sound.ENTITY_PLAYER_LEVELUP;
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case POP:
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case FIZZ -> Sound.BLOCK_FIRE_EXTINGUISH;
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return Sound.ENTITY_ITEM_PICKUP;
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case TOOL_READY -> Sound.ITEM_ARMOR_EQUIP_GOLD;
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case CHIMAERA_WING:
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case ROLL_ACTIVATED -> Sound.ENTITY_LLAMA_SWAG;
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return Sound.ENTITY_BAT_TAKEOFF;
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case SKILL_UNLOCKED -> Sound.UI_TOAST_CHALLENGE_COMPLETE;
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case LEVEL_UP:
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case ABILITY_ACTIVATED_BERSERK, TIRED -> Sound.BLOCK_CONDUIT_AMBIENT;
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return Sound.ENTITY_PLAYER_LEVELUP;
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case ABILITY_ACTIVATED_GENERIC -> Sound.ITEM_TRIDENT_RIPTIDE_3;
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case FIZZ:
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case DEFLECT_ARROWS, BLEED -> Sound.ENTITY_ENDER_EYE_DEATH;
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return Sound.BLOCK_FIRE_EXTINGUISH;
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case GLASS -> Sound.BLOCK_GLASS_BREAK;
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case TOOL_READY:
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case ITEM_CONSUMED -> Sound.ITEM_BOTTLE_EMPTY;
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return Sound.ITEM_ARMOR_EQUIP_GOLD;
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};
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case ROLL_ACTIVATED:
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return Sound.ENTITY_LLAMA_SWAG;
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case SKILL_UNLOCKED:
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return Sound.UI_TOAST_CHALLENGE_COMPLETE;
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case ABILITY_ACTIVATED_BERSERK:
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return Sound.BLOCK_CONDUIT_AMBIENT;
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case ABILITY_ACTIVATED_GENERIC:
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return Sound.ITEM_TRIDENT_RIPTIDE_3;
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case DEFLECT_ARROWS:
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return Sound.ENTITY_ENDER_EYE_DEATH;
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case TIRED:
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return Sound.BLOCK_CONDUIT_AMBIENT;
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case BLEED:
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return Sound.ENTITY_ENDER_EYE_DEATH;
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case GLASS:
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return Sound.BLOCK_GLASS_BREAK;
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case ITEM_CONSUMED:
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return Sound.ITEM_BOTTLE_EMPTY;
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default:
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return null;
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}
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}
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}
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public static float getFizzPitch() {
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public static float getFizzPitch() {
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@ -22,7 +22,7 @@ Sounds:
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Volume: 0.5
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Volume: 0.5
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LEVEL_UP:
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LEVEL_UP:
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Enable: true
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Enable: true
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Volume: 0.75
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Volume: 0.3
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Pitch: 0.5
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Pitch: 0.5
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ITEM_BREAK:
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ITEM_BREAK:
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Enable: true
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Enable: true
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