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CC:HQ Speakers Sable Compat
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Fixes positional audio for speakers from CC: HQ Speakers placed inside Sable sublevels.
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Make CC:HQ Speakers audio follow moving Sable sublevels

A speaker inside a moving Sable sublevel can sound as if it were left behind, or fail to reach players nearby. CC:HQ Speakers Sable Compatibility makes speaker audio use the sublevel's visible world position, so it follows moving vehicles and contraptions.
It also raises the CC:HQ Speakers volume limit. The addon adds no blocks, items, recipes, or commands, and does not change speakers outside Sable sublevels.

Audio that moves with your build
Place a speaker inside a Sable sublevel and nearby players hear it from the moving build. Its sound position follows the sublevel as it moves.
A wider volume range
Choose a CC:HQ Speakers volume from 1 to 16. The recipient radius scales with the selected level, from 16 blocks at volume 1 to up to 256 blocks at volume 16.

- Install this addon, CC:HQ Speakers, and Sable on both the client and server.
- Place and configure a CC:HQ Speaker inside a Sable sublevel.
- Set the speaker volume in its usual controls. Nearby players can hear it from the sublevel's current position as it moves.
Heads up: this compatibility applies to speakers inside Sable sublevels. Speakers elsewhere keep their usual CC:HQ Speakers behavior.

Install the addon on both the client and server.
- Minecraft 1.21.1 with NeoForge 21.1.236 or newer in the 1.21.1 line
- CC:HQ Speakers 1.0.4, 1.0.7–1.0.9, or 1.1.0 and newer
- Sable 2.0.5

Open an issue on GitHub. Include your Minecraft, NeoForge, CC:HQ Speakers, Sable, and addon versions. Note whether the speaker was inside a moving sublevel and where you and other players were standing.

Yes. This project is licensed under the MIT License. See LICENSE.
For development details, compatibility evidence, and version history, see the 1.1.0 compatibility audit and CHANGELOG.
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