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4 changed files with 203 additions and 35 deletions
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@ -9,110 +9,123 @@ public enum Instrument {
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/**
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* Piano is the standard instrument for a note block.
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*/
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PIANO(0x0),
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PIANO(0x0, Sound.BLOCK_NOTE_BLOCK_HARP),
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/**
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* Bass drum is normally played when a note block is on top of a
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* stone-like block.
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*/
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BASS_DRUM(0x1),
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BASS_DRUM(0x1, Sound.BLOCK_NOTE_BLOCK_BASEDRUM),
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/**
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* Snare drum is normally played when a note block is on top of a sandy
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* block.
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*/
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SNARE_DRUM(0x2),
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SNARE_DRUM(0x2, Sound.BLOCK_NOTE_BLOCK_SNARE),
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/**
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* Sticks are normally played when a note block is on top of a glass
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* block.
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*/
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STICKS(0x3),
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STICKS(0x3, Sound.BLOCK_NOTE_BLOCK_HAT),
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/**
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* Bass guitar is normally played when a note block is on top of a wooden
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* block.
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*/
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BASS_GUITAR(0x4),
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BASS_GUITAR(0x4, Sound.BLOCK_NOTE_BLOCK_BASS),
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/**
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* Flute is normally played when a note block is on top of a clay block.
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*/
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FLUTE(0x5),
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FLUTE(0x5, Sound.BLOCK_NOTE_BLOCK_FLUTE),
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/**
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* Bell is normally played when a note block is on top of a gold block.
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*/
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BELL(0x6),
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BELL(0x6, Sound.BLOCK_NOTE_BLOCK_BELL),
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/**
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* Guitar is normally played when a note block is on top of a woolen block.
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*/
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GUITAR(0x7),
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GUITAR(0x7, Sound.BLOCK_NOTE_BLOCK_GUITAR),
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/**
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* Chime is normally played when a note block is on top of a packed ice
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* block.
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*/
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CHIME(0x8),
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CHIME(0x8, Sound.BLOCK_NOTE_BLOCK_CHIME),
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/**
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* Xylophone is normally played when a note block is on top of a bone block.
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*/
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XYLOPHONE(0x9),
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XYLOPHONE(0x9, Sound.BLOCK_NOTE_BLOCK_XYLOPHONE),
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/**
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* Iron Xylophone is normally played when a note block is on top of a iron block.
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*/
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IRON_XYLOPHONE(0xA),
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IRON_XYLOPHONE(0xA, Sound.BLOCK_NOTE_BLOCK_IRON_XYLOPHONE),
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/**
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* Cow Bell is normally played when a note block is on top of a soul sand block.
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*/
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COW_BELL(0xB),
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COW_BELL(0xB, Sound.BLOCK_NOTE_BLOCK_COW_BELL),
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/**
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* Didgeridoo is normally played when a note block is on top of a pumpkin block.
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*/
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DIDGERIDOO(0xC),
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DIDGERIDOO(0xC, Sound.BLOCK_NOTE_BLOCK_DIDGERIDOO),
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/**
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* Bit is normally played when a note block is on top of a emerald block.
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*/
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BIT(0xD),
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BIT(0xD, Sound.BLOCK_NOTE_BLOCK_BIT),
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/**
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* Banjo is normally played when a note block is on top of a hay block.
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*/
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BANJO(0xE),
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BANJO(0xE, Sound.BLOCK_NOTE_BLOCK_BANJO),
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/**
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* Pling is normally played when a note block is on top of a glowstone block.
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*/
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PLING(0xF),
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PLING(0xF, Sound.BLOCK_NOTE_BLOCK_PLING),
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/**
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* Zombie is normally played when a Zombie Head is on top of the note block.
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*/
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ZOMBIE,
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ZOMBIE(Sound.BLOCK_NOTE_BLOCK_IMITATE_ZOMBIE),
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/**
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* Skeleton is normally played when a Skeleton Head is on top of the note block.
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*/
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SKELETON,
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SKELETON(Sound.BLOCK_NOTE_BLOCK_IMITATE_SKELETON),
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/**
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* Creeper is normally played when a Creeper Head is on top of the note block.
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*/
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CREEPER,
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CREEPER(Sound.BLOCK_NOTE_BLOCK_IMITATE_CREEPER),
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/**
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* Dragon is normally played when a Dragon Head is on top of the note block.
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*/
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DRAGON,
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DRAGON(Sound.BLOCK_NOTE_BLOCK_IMITATE_ENDER_DRAGON),
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/**
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* Wither Skeleton is normally played when a Wither Skeleton Head is on top of the note block.
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*/
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WITHER_SKELETON,
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WITHER_SKELETON(Sound.BLOCK_NOTE_BLOCK_IMITATE_WITHER_SKELETON),
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/**
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* Piglin is normally played when a Piglin Head is on top of the note block.
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*/
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PIGLIN,
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PIGLIN(Sound.BLOCK_NOTE_BLOCK_IMITATE_PIGLIN),
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/**
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* Custom Sound is normally played when a Player Head with the required data is on top of the note block.
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*/
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CUSTOM_HEAD;
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CUSTOM_HEAD(null);
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private final byte type;
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private final Sound sound;
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private static final Map<Byte, Instrument> BY_DATA = Maps.newHashMap();
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private Instrument() {
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this(-1);
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private Instrument(final Sound sound) {
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this(-1, sound);
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}
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private Instrument(final int type) {
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private Instrument(final int type, final Sound sound) {
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this.type = (byte) type;
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this.sound = sound;
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}
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/**
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* Gets the sound associated with this instrument. <br>
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* Will be null for {@link Instrument#CUSTOM_HEAD}
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*
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* @return the sound or null
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*/
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@Nullable
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public Sound getSound() {
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return this.sound;
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}
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/**
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@ -118,6 +118,14 @@ public class Note {
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}
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}
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private static final float[] pitchArray = new float[25];
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static {
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for (int i = 0; i <= 24; i++) {
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// See https://minecraft.wiki/w/Note_Block#Notes
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pitchArray[i] = (float) Math.pow(2, (i - 12) / 12f);
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}
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}
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private final byte note;
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/**
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@ -254,6 +262,16 @@ public class Note {
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return Tone.getById(note).isSharped(note);
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}
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/**
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* Gets the pitch of this note. This is the value used with
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* {@link World#playSound} or the /playsound command.
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*
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* @return the pitch
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*/
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public float getPitch() {
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return pitchArray[this.note];
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}
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@Override
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public int hashCode() {
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final int prime = 31;
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@ -2109,6 +2109,18 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
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*/
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void setSpawnLimit(@NotNull SpawnCategory spawnCategory, int limit);
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/**
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* Play a note at the provided Location in the World. <br>
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* This <i>will</i> work with cake.
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* <p>
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* This method will fail silently when called with {@link Instrument#CUSTOM_HEAD}.
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*
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* @param loc The location to play the note
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* @param instrument The instrument
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* @param note The note
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*/
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void playNote(@NotNull Location loc, @NotNull Instrument instrument, @NotNull Note note);
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/**
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* Play a Sound at the provided Location in the World.
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* <p>
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@ -2163,6 +2175,38 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
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*/
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void playSound(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch);
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/**
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* Play a Sound at the provided Location in the World. For sounds with multiple
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* variations passing the same seed will always play the same variation.
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* <p>
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* This function will fail silently if Location or Sound are null.
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*
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* @param location The location to play the sound
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* @param sound The sound to play
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* @param category the category of the sound
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* @param volume The volume of the sound
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* @param pitch The pitch of the sound
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* @param seed The seed for the sound
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*/
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void playSound(@NotNull Location location, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch, long seed);
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/**
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* Play a Sound at the provided Location in the World. For sounds with multiple
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* variations passing the same seed will always play the same variation.
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* <p>
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* This function will fail silently if Location or Sound are null. No sound will
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* be heard by the players if their clients do not have the respective sound for
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* the value passed.
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*
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* @param location The location to play the sound
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* @param sound The internal sound name to play
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* @param category the category of the sound
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* @param volume The volume of the sound
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* @param pitch The pitch of the sound
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* @param seed The seed for the sound
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*/
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void playSound(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch, long seed);
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/**
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* Play a Sound at the location of the provided entity in the World.
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* <p>
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@ -2213,6 +2257,38 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
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*/
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void playSound(@NotNull Entity entity, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch);
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/**
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* Play a Sound at the location of the provided entity in the World. For sounds
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* with multiple variations passing the same seed will always play the same
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* variation.
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* <p>
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* This function will fail silently if Entity or Sound are null.
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*
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* @param entity The entity to play the sound
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* @param sound The sound to play
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* @param category The category of the sound
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* @param volume The volume of the sound
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* @param pitch The pitch of the sound
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* @param seed The seed for the sound
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*/
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void playSound(@NotNull Entity entity, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch, long seed);
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/**
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* Play a Sound at the location of the provided entity in the World. For sounds
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* with multiple variations passing the same seed will always play the same
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* variation.
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* <p>
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* This function will fail silently if Entity or Sound are null.
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*
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* @param entity The entity to play the sound
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* @param sound The sound to play
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* @param category The category of the sound
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* @param volume The volume of the sound
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* @param pitch The pitch of the sound
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* @param seed The seed for the sound
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*/
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void playSound(@NotNull Entity entity, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch, long seed);
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/**
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* Get an array containing the names of all the {@link GameRule}s.
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*
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@ -391,11 +391,10 @@ public interface Player extends HumanEntity, Conversable, OfflinePlayer, PluginM
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public void setBedSpawnLocation(@Nullable Location location, boolean force);
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/**
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* Play a note for a player at a location. This requires a note block
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* at the particular location (as far as the client is concerned). This
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* will not work without a note block. This will not work with cake.
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* Play a note for the player at a location. <br>
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* This <i>will</i> work with cake.
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*
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* @param loc The location of a note block.
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* @param loc The location to play the note
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* @param instrument The instrument ID.
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* @param note The note ID.
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* @deprecated Magic value
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@ -404,11 +403,11 @@ public interface Player extends HumanEntity, Conversable, OfflinePlayer, PluginM
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public void playNote(@NotNull Location loc, byte instrument, byte note);
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/**
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* Play a note for a player at a location. This requires a note block
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* at the particular location (as far as the client is concerned). This
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* will not work without a note block. This will not work with cake.
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*
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* @param loc The location of a note block
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* Play a note for the player at a location. <br>
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* This <i>will</i> work with cake.
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* <p>
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* This method will fail silently when called with {@link Instrument#CUSTOM_HEAD}.
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* @param loc The location to play the note
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* @param instrument The instrument
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* @param note The note
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*/
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@ -469,6 +468,38 @@ public interface Player extends HumanEntity, Conversable, OfflinePlayer, PluginM
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*/
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public void playSound(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch);
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/**
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* Play a sound for a player at the location. For sounds with multiple
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* variations passing the same seed will always play the same variation.
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* <p>
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* This function will fail silently if Location or Sound are null.
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*
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* @param location The location to play the sound
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* @param sound The sound to play
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* @param category The category of the sound
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* @param volume The volume of the sound
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* @param pitch The pitch of the sound
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* @param seed The seed for the sound
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*/
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public void playSound(@NotNull Location location, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch, long seed);
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/**
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* Play a sound for a player at the location. For sounds with multiple
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* variations passing the same seed will always play the same variation.
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* <p>
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* This function will fail silently if Location or Sound are null. No sound
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* will be heard by the player if their client does not have the respective
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* sound for the value passed.
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*
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* @param location The location to play the sound
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* @param sound The internal sound name to play
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* @param category The category of the sound
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* @param volume The volume of the sound
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* @param pitch The pitch of the sound
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* @param seed The seed for the sound
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*/
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public void playSound(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch, long seed);
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/**
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* Play a sound for a player at the location of the entity.
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* <p>
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@ -519,6 +550,36 @@ public interface Player extends HumanEntity, Conversable, OfflinePlayer, PluginM
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*/
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public void playSound(@NotNull Entity entity, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch);
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/**
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* Play a sound for a player at the location of the entity. For sounds with
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* multiple variations passing the same seed will always play the same variation.
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* <p>
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* This function will fail silently if Entity or Sound are null.
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*
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* @param entity The entity to play the sound
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* @param sound The sound to play
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* @param category The category of the sound
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* @param volume The volume of the sound
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* @param pitch The pitch of the sound
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* @param seed The seed for the sound
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*/
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public void playSound(@NotNull Entity entity, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch, long seed);
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/**
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* Play a sound for a player at the location of the entity. For sounds with
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* multiple variations passing the same seed will always play the same variation.
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* <p>
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* This function will fail silently if Entity or Sound are null.
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*
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* @param entity The entity to play the sound
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* @param sound The sound to play
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* @param category The category of the sound
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* @param volume The volume of the sound
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* @param pitch The pitch of the sound
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* @param seed The seed for the sound
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*/
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public void playSound(@NotNull Entity entity, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch, long seed);
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/**
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* Stop the specified sound from playing.
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*
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