Use isBurning instead of isActive to play sound
@@ -116,7 +116,7 @@ public class TileEntityReactorController extends TileEntityReactorBlock implemen
return;
}
- if (getActive() && !isInvalid()) {
+ if (isBurning() && !isInvalid()) {
// If sounds are being muted, we can attempt to start them on every tick, only to have them
// denied by the event bus, so use a cooldown period that ensures we're only trying once every
// second or so to start a sound.
