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
- 无
内部类/嵌套类型
- 无
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;
}
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