Reduce default volume of level up sound

This commit is contained in:
nossr50 2021-12-11 21:19:30 -08:00
parent 11245e87ef
commit 10470dde13
3 changed files with 20 additions and 38 deletions

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@ -1,4 +1,7 @@
Version 2.1.206 Version 2.1.206
Fixed a bug preventing Action Bar messages from showing
Fixed a bug where Alchemy XP wasn't being granted
Lowered the default volume of level up from .75 to .3 in sounds.yml (delete sounds.yml to get this change automagically)
Updated adventure platform dependency Updated adventure platform dependency
Updated to use Java 17 Updated to use Java 17

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@ -66,43 +66,22 @@ public class SoundManager {
private static Sound getSound(SoundType soundType) private static Sound getSound(SoundType soundType)
{ {
switch(soundType) return switch (soundType) {
{ case ANVIL -> Sound.BLOCK_ANVIL_PLACE;
case ANVIL: case ITEM_BREAK -> Sound.ENTITY_ITEM_BREAK;
return Sound.BLOCK_ANVIL_PLACE; case POP -> Sound.ENTITY_ITEM_PICKUP;
case ITEM_BREAK: case CHIMAERA_WING -> Sound.ENTITY_BAT_TAKEOFF;
return Sound.ENTITY_ITEM_BREAK; case LEVEL_UP -> Sound.ENTITY_PLAYER_LEVELUP;
case POP: case FIZZ -> Sound.BLOCK_FIRE_EXTINGUISH;
return Sound.ENTITY_ITEM_PICKUP; case TOOL_READY -> Sound.ITEM_ARMOR_EQUIP_GOLD;
case CHIMAERA_WING: case ROLL_ACTIVATED -> Sound.ENTITY_LLAMA_SWAG;
return Sound.ENTITY_BAT_TAKEOFF; case SKILL_UNLOCKED -> Sound.UI_TOAST_CHALLENGE_COMPLETE;
case LEVEL_UP: case ABILITY_ACTIVATED_BERSERK, TIRED -> Sound.BLOCK_CONDUIT_AMBIENT;
return Sound.ENTITY_PLAYER_LEVELUP; case ABILITY_ACTIVATED_GENERIC -> Sound.ITEM_TRIDENT_RIPTIDE_3;
case FIZZ: case DEFLECT_ARROWS, BLEED -> Sound.ENTITY_ENDER_EYE_DEATH;
return Sound.BLOCK_FIRE_EXTINGUISH; case GLASS -> Sound.BLOCK_GLASS_BREAK;
case TOOL_READY: case ITEM_CONSUMED -> Sound.ITEM_BOTTLE_EMPTY;
return Sound.ITEM_ARMOR_EQUIP_GOLD; };
case ROLL_ACTIVATED:
return Sound.ENTITY_LLAMA_SWAG;
case SKILL_UNLOCKED:
return Sound.UI_TOAST_CHALLENGE_COMPLETE;
case ABILITY_ACTIVATED_BERSERK:
return Sound.BLOCK_CONDUIT_AMBIENT;
case ABILITY_ACTIVATED_GENERIC:
return Sound.ITEM_TRIDENT_RIPTIDE_3;
case DEFLECT_ARROWS:
return Sound.ENTITY_ENDER_EYE_DEATH;
case TIRED:
return Sound.BLOCK_CONDUIT_AMBIENT;
case BLEED:
return Sound.ENTITY_ENDER_EYE_DEATH;
case GLASS:
return Sound.BLOCK_GLASS_BREAK;
case ITEM_CONSUMED:
return Sound.ITEM_BOTTLE_EMPTY;
default:
return null;
}
} }
public static float getFizzPitch() { public static float getFizzPitch() {

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@ -22,7 +22,7 @@ Sounds:
Volume: 0.5 Volume: 0.5
LEVEL_UP: LEVEL_UP:
Enable: true Enable: true
Volume: 0.75 Volume: 0.3
Pitch: 0.5 Pitch: 0.5
ITEM_BREAK: ITEM_BREAK:
Enable: true Enable: true