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

View File

@ -1,4 +1,7 @@
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 to use Java 17

View File

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

View File

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