package com.cursedcauldron.wildbackport.client.registry; import com.cursedcauldron.wildbackport.client.sound.CoreSoundType; import net.minecraft.sounds.SoundEvent; import net.minecraft.world.level.block.SoundType; //<> public class WBSoundTypes { public static final SoundType SCULK = create(WBSoundEvents.BLOCK_SCULK_BREAK, WBSoundEvents.BLOCK_SCULK_STEP, WBSoundEvents.BLOCK_SCULK_PLACE, WBSoundEvents.BLOCK_SCULK_HIT, WBSoundEvents.BLOCK_SCULK_FALL); public static final SoundType SCULK_CATALYST = create(WBSoundEvents.BLOCK_SCULK_CATALYST_BREAK, WBSoundEvents.BLOCK_SCULK_CATALYST_STEP, WBSoundEvents.BLOCK_SCULK_CATALYST_PLACE, WBSoundEvents.BLOCK_SCULK_CATALYST_HIT, WBSoundEvents.BLOCK_SCULK_CATALYST_FALL); public static final SoundType SCULK_VEIN = create(WBSoundEvents.BLOCK_SCULK_VEIN_BREAK, WBSoundEvents.BLOCK_SCULK_VEIN_STEP, WBSoundEvents.BLOCK_SCULK_VEIN_PLACE, WBSoundEvents.BLOCK_SCULK_VEIN_HIT, WBSoundEvents.BLOCK_SCULK_VEIN_FALL); public static final SoundType SCULK_SHRIEKER = create(WBSoundEvents.BLOCK_SCULK_SHRIEKER_BREAK, WBSoundEvents.BLOCK_SCULK_SHRIEKER_STEP, WBSoundEvents.BLOCK_SCULK_SHRIEKER_PLACE, WBSoundEvents.BLOCK_SCULK_SHRIEKER_HIT, WBSoundEvents.BLOCK_SCULK_SHRIEKER_FALL); public static final SoundType FROGLIGHT = create(WBSoundEvents.BLOCK_FROGLIGHT_BREAK, WBSoundEvents.BLOCK_FROGLIGHT_STEP, WBSoundEvents.BLOCK_FROGLIGHT_PLACE, WBSoundEvents.BLOCK_FROGLIGHT_HIT, WBSoundEvents.BLOCK_FROGLIGHT_FALL); public static final SoundType FROGSPAWN = create(WBSoundEvents.BLOCK_FROGSPAWN_BREAK, WBSoundEvents.BLOCK_FROGSPAWN_STEP, WBSoundEvents.BLOCK_FROGSPAWN_PLACE, WBSoundEvents.BLOCK_FROGSPAWN_HIT, WBSoundEvents.BLOCK_FROGSPAWN_FALL); public static final SoundType MANGROVE_ROOTS = create(WBSoundEvents.BLOCK_MANGROVE_ROOTS_BREAK, WBSoundEvents.BLOCK_MANGROVE_ROOTS_STEP, WBSoundEvents.BLOCK_MANGROVE_ROOTS_PLACE, WBSoundEvents.BLOCK_MANGROVE_ROOTS_HIT, WBSoundEvents.BLOCK_MANGROVE_ROOTS_FALL); public static final SoundType MUD = create(WBSoundEvents.BLOCK_MUD_BREAK, WBSoundEvents.BLOCK_MUD_STEP, WBSoundEvents.BLOCK_MUD_PLACE, WBSoundEvents.BLOCK_MUD_HIT, WBSoundEvents.BLOCK_MUD_FALL); public static final SoundType MUD_BRICKS = create(WBSoundEvents.BLOCK_MUD_BRICKS_BREAK, WBSoundEvents.BLOCK_MUD_BRICKS_STEP, WBSoundEvents.BLOCK_MUD_BRICKS_PLACE, WBSoundEvents.BLOCK_MUD_BRICKS_HIT, WBSoundEvents.BLOCK_MUD_BRICKS_FALL); public static final SoundType MUDDY_MANGROVE_ROOTS = create(WBSoundEvents.BLOCK_MUDDY_MANGROVE_ROOTS_BREAK, WBSoundEvents.BLOCK_MUDDY_MANGROVE_ROOTS_STEP, WBSoundEvents.BLOCK_MUDDY_MANGROVE_ROOTS_PLACE, WBSoundEvents.BLOCK_MUDDY_MANGROVE_ROOTS_HIT, WBSoundEvents.BLOCK_MUDDY_MANGROVE_ROOTS_FALL); public static final SoundType PACKED_MUD = create(WBSoundEvents.BLOCK_PACKED_MUD_BREAK, WBSoundEvents.BLOCK_PACKED_MUD_STEP, WBSoundEvents.BLOCK_PACKED_MUD_PLACE, WBSoundEvents.BLOCK_PACKED_MUD_HIT, WBSoundEvents.BLOCK_PACKED_MUD_FALL); public static SoundType create(SoundEvent breakSnd, SoundEvent stepSnd, SoundEvent placeSnd, SoundEvent hitSnd, SoundEvent fallSnd) { return new CoreSoundType(() -> breakSnd, () -> stepSnd, () -> placeSnd, () -> hitSnd, () -> fallSnd); } }