SimpleSoundInstance.java

net.minecraft.client.resources.sounds.SimpleSoundInstance

信息

  • 全限定名:net.minecraft.client.resources.sounds.SimpleSoundInstance
  • 类型:public class
  • 包:net.minecraft.client.resources.sounds
  • 源码路径:src/main/java/net/minecraft/client/resources/sounds/SimpleSoundInstance.java
  • 起始行号:L14
  • 继承:AbstractSoundInstance
  • 职责:

    TODO

字段/常量

内部类/嵌套类型

构造器

public SimpleSoundInstance(SoundEvent sound, SoundSource source, float volume, float pitch, RandomSource random, BlockPos pos) @ L15

  • 构造器名:SimpleSoundInstance
  • 源码定位:L15
  • 修饰符:public

参数:

  • sound: SoundEvent
  • source: SoundSource
  • volume: float
  • pitch: float
  • random: RandomSource
  • pos: BlockPos

说明:

TODO

public SimpleSoundInstance(SoundEvent sound, SoundSource source, float volume, float pitch, RandomSource random, double x, double y, double z) @ L92

  • 构造器名:SimpleSoundInstance
  • 源码定位:L92
  • 修饰符:public

参数:

  • sound: SoundEvent
  • source: SoundSource
  • volume: float
  • pitch: float
  • random: RandomSource
  • x: double
  • y: double
  • z: double

说明:

TODO

private SimpleSoundInstance(SoundEvent sound, SoundSource source, float volume, float pitch, RandomSource random, boolean looping, int delay, SoundInstance.Attenuation attenuation, double x, double y, double z) @ L96

  • 构造器名:SimpleSoundInstance
  • 源码定位:L96
  • 修饰符:private

参数:

  • sound: SoundEvent
  • source: SoundSource
  • volume: float
  • pitch: float
  • random: RandomSource
  • looping: boolean
  • delay: int
  • attenuation: SoundInstance.Attenuation
  • x: double
  • y: double
  • z: double

说明:

TODO

public SimpleSoundInstance(Identifier location, SoundSource source, float volume, float pitch, RandomSource random, boolean looping, int delay, SoundInstance.Attenuation attenuation, double x, double y, double z, boolean relative) @ L112

  • 构造器名:SimpleSoundInstance
  • 源码定位:L112
  • 修饰符:public

参数:

  • location: Identifier
  • source: SoundSource
  • volume: float
  • pitch: float
  • random: RandomSource
  • looping: boolean
  • delay: int
  • attenuation: SoundInstance.Attenuation
  • x: double
  • y: double
  • z: double
  • relative: boolean

说明:

TODO

方法

下面的方法块按源码顺序生成。

public static SimpleSoundInstance forUI(SoundEvent sound, float pitch) @ L19

  • 方法名:forUI
  • 源码定位:L19
  • 返回类型:SimpleSoundInstance
  • 修饰符:public static

参数:

  • sound: SoundEvent
  • pitch: float

说明:

TODO

public static SimpleSoundInstance forUI(Holder<SoundEvent> sound, float pitch) @ L23

  • 方法名:forUI
  • 源码定位:L23
  • 返回类型:SimpleSoundInstance
  • 修饰符:public static

参数:

  • sound: Holder
  • pitch: float

说明:

TODO

public static SimpleSoundInstance forUI(SoundEvent sound, float pitch, float volume) @ L27

  • 方法名:forUI
  • 源码定位:L27
  • 返回类型:SimpleSoundInstance
  • 修饰符:public static

参数:

  • sound: SoundEvent
  • pitch: float
  • volume: float

说明:

TODO

public static SimpleSoundInstance forMusic(SoundEvent sound) @ L44

  • 方法名:forMusic
  • 源码定位:L44
  • 返回类型:SimpleSoundInstance
  • 修饰符:public static

参数:

  • sound: SoundEvent

说明:

TODO

public static SimpleSoundInstance forJukeboxSong(SoundEvent sound, Vec3 pos) @ L61

  • 方法名:forJukeboxSong
  • 源码定位:L61
  • 返回类型:SimpleSoundInstance
  • 修饰符:public static

参数:

  • sound: SoundEvent
  • pos: Vec3

说明:

TODO

public static SimpleSoundInstance forLocalAmbience(SoundEvent sound, float pitch, float volume) @ L67

  • 方法名:forLocalAmbience
  • 源码定位:L67
  • 返回类型:SimpleSoundInstance
  • 修饰符:public static

参数:

  • sound: SoundEvent
  • pitch: float
  • volume: float

说明:

TODO

public static SimpleSoundInstance forAmbientAddition(SoundEvent sound) @ L84

  • 方法名:forAmbientAddition
  • 源码定位:L84
  • 返回类型:SimpleSoundInstance
  • 修饰符:public static

参数:

  • sound: SoundEvent

说明:

TODO

public static SimpleSoundInstance forAmbientMood(SoundEvent sound, RandomSource random, double x, double y, double z) @ L88

  • 方法名:forAmbientMood
  • 源码定位:L88
  • 返回类型:SimpleSoundInstance
  • 修饰符:public static

参数:

  • sound: SoundEvent
  • random: RandomSource
  • x: double
  • y: double
  • z: double

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class SimpleSoundInstance extends AbstractSoundInstance {
    public SimpleSoundInstance(SoundEvent sound, SoundSource source, float volume, float pitch, RandomSource random, BlockPos pos) {
        this(sound, source, volume, pitch, random, pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5);
    }
 
    public static SimpleSoundInstance forUI(SoundEvent sound, float pitch) {
        return forUI(sound, pitch, 0.25F);
    }
 
    public static SimpleSoundInstance forUI(Holder<SoundEvent> sound, float pitch) {
        return forUI(sound.value(), pitch);
    }
 
    public static SimpleSoundInstance forUI(SoundEvent sound, float pitch, float volume) {
        return new SimpleSoundInstance(
            sound.location(),
            SoundSource.UI,
            volume,
            pitch,
            SoundInstance.createUnseededRandom(),
            false,
            0,
            SoundInstance.Attenuation.NONE,
            0.0,
            0.0,
            0.0,
            true
        );
    }
 
    public static SimpleSoundInstance forMusic(SoundEvent sound) {
        return new SimpleSoundInstance(
            sound.location(),
            SoundSource.MUSIC,
            1.0F,
            1.0F,
            SoundInstance.createUnseededRandom(),
            false,
            0,
            SoundInstance.Attenuation.NONE,
            0.0,
            0.0,
            0.0,
            true
        );
    }
 
    public static SimpleSoundInstance forJukeboxSong(SoundEvent sound, Vec3 pos) {
        return new SimpleSoundInstance(
            sound, SoundSource.RECORDS, 4.0F, 1.0F, SoundInstance.createUnseededRandom(), false, 0, SoundInstance.Attenuation.LINEAR, pos.x, pos.y, pos.z
        );
    }
 
    public static SimpleSoundInstance forLocalAmbience(SoundEvent sound, float pitch, float volume) {
        return new SimpleSoundInstance(
            sound.location(),
            SoundSource.AMBIENT,
            volume,
            pitch,
            SoundInstance.createUnseededRandom(),
            false,
            0,
            SoundInstance.Attenuation.NONE,
            0.0,
            0.0,
            0.0,
            true
        );
    }
 
    public static SimpleSoundInstance forAmbientAddition(SoundEvent sound) {
        return forLocalAmbience(sound, 1.0F, 1.0F);
    }
 
    public static SimpleSoundInstance forAmbientMood(SoundEvent sound, RandomSource random, double x, double y, double z) {
        return new SimpleSoundInstance(sound, SoundSource.AMBIENT, 1.0F, 1.0F, random, false, 0, SoundInstance.Attenuation.LINEAR, x, y, z);
    }
 
    public SimpleSoundInstance(SoundEvent sound, SoundSource source, float volume, float pitch, RandomSource random, double x, double y, double z) {
        this(sound, source, volume, pitch, random, false, 0, SoundInstance.Attenuation.LINEAR, x, y, z);
    }
 
    private SimpleSoundInstance(
        SoundEvent sound,
        SoundSource source,
        float volume,
        float pitch,
        RandomSource random,
        boolean looping,
        int delay,
        SoundInstance.Attenuation attenuation,
        double x,
        double y,
        double z
    ) {
        this(sound.location(), source, volume, pitch, random, looping, delay, attenuation, x, y, z, false);
    }
 
    public SimpleSoundInstance(
        Identifier location,
        SoundSource source,
        float volume,
        float pitch,
        RandomSource random,
        boolean looping,
        int delay,
        SoundInstance.Attenuation attenuation,
        double x,
        double y,
        double z,
        boolean relative
    ) {
        super(location, source, random);
        this.volume = volume;
        this.pitch = pitch;
        this.x = x;
        this.y = y;
        this.z = z;
        this.looping = looping;
        this.delay = delay;
        this.attenuation = attenuation;
        this.relative = relative;
    }
}

引用的其他类