Fantastic work, Hurricaaane. Would it be possible to utilize Forge's material dictionaries to add sound for other mods blocks? i.e., anything in the stone dictionary plays a stone sound, dirt plays dirt, etc. With your current code, materials added by Biomes O Plenty, Extra Biomes, Underground Biomes, Metallurgy, etc. are silent.
Also, is there a volume control key for footsteps? I didn't see it on the MATMOS screen, or any reference to one in the OP.
Fantastic work, Hurricaaane. Would it be possible to utilize Forge's material dictionaries to add sound for other mods blocks? i.e., anything in the stone dictionary plays a stone sound, dirt plays dirt, etc. With your current code, materials added by Biomes O Plenty, Extra Biomes, Underground Biomes, Metallurgy, etc. are silent.
Also, is there a volume control key for footsteps? I didn't see it on the MATMOS screen, or any reference to one in the OP.
Oh! That's problematic.
I don't develop anything with Forge (in fact, I have an aversion to the addition of custom blocks into the worlds I play on in singleplayer, so in fact I have no knowledge on how custom blocks work at all in Forge), but I can look into fixing that!
I have two ideas in mind: I'm not sure if I should use Forge's OreDictionary or the more common vanilla Minecraft "Material" definition.
If the footstep sound in Forge are limited to a restricted collection, it would make more sense to me to use that instead, using a simple system similar to the blockmap.cfg file.
However I'm a bit surprised, are the blocks completely silent, or do they play a faint default sound? Presence Footsteps normally plays the default sound associated to the block if the block is not defined in the blockmap...
I posted something earlier about changing the volume. Is it too loud? I need your feedback about it, it's something I may have to tweak down in the game code.
You can go to the mods/presencefootsteps/ folder, and if you started the game at least once there should be a file called userconfig.cfg in there.
Open it with a text editor. You will find a line called "user.volume.0-to-100=100"
You can change the value after the = sign to something less, like 75 (for 75% of the volume) "user.volume.0-to-100=75".
If you want to try multiple times, you can edit the file while Minecraft is running, then press the combination LEFT CTRL + LEFT SHIFT + F in-game.
However I'm a bit surprised, are the blocks completely silent, or do they play a faint default sound? Presence Footsteps normally plays the default sound associated to the block if the block is not defined in the blockmap...
Ran into this issue myself! Mod materials aren't entirely silent, but rather take on a dim tapping sound , similar to Minecraft's default "stone" footsteps.
(Psst! Hey! Hey guys! You like Hurricaaane's mods, right? You should totally donate like five bucks via his paypal! Scroll to the bottom of the Mod website and there's a paypal button right there! It's super easy!)
Ran into this issue myself! Mod materials aren't entirely silent, but rather take on a dim tapping sound , similar to Minecraft's default "stone" footsteps.
Is that a good thing or a bad thing that mod materials play "stone" footsteps? I mean, if Presence Footsteps wasn't installed, would these materials play other sounds like "wood" or "glass"?
I have two ideas in mind: I'm not sure if I should use Forge's OreDictionary or the more common vanilla Minecraft "Material" definition.
If the footstep sound in Forge are limited to a restricted collection, it would make more sense to me to use that instead, using a simple system similar to the blockmap.cfg file.
However I'm a bit surprised, are the blocks completely silent, or do they play a faint default sound? Presence Footsteps normally plays the default sound associated to the block if the block is not defined in the blockmap...
You're correct. The other blocks aren't silent, but so quiet they might as well be. If Minecraft's materials list works, then by all means use that. Forge has more flexibility, but it would require two versions of the mod (one for Modloader and one for Forge), and that seems like a lot of effort for little gain.
You can go to the mods/presencefootsteps/ folder, and if you started the game at least once there should be a file called userconfig.cfg in there.
Open it with a text editor. You will find a line called "user.volume.0-to-100=100"
You can change the value after the = sign to something less, like 75 (for 75% of the volume) "user.volume.0-to-100=75".
That works, though you might want to add it to the core MATMOS control panel, assuming both mods are installed.
You're correct. The other blocks aren't silent, but so quiet they might as well be. If Minecraft's materials list works, then by all means use that. Forge has more flexibility, but it would require two versions of the mod (one for Modloader and one for Forge), and that seems like a lot of effort for little gain.
That works, though you might want to add it to the core MATMOS control panel, assuming both mods are installed.
I'll put up for download a test version of Presence Footsteps much later today or tomorrow, are you willing to try it?
Here are the current changes:
- Fixed a bug where the engine would try to play NOT_EMITTER acoustic if the player walked through NON_EMITTER foliage, such as just-planted seeds.
- If a block isn't in the blockmap, a primitivemap is used to convert a block to the closest acoustic based on the step sound that was used in Vanilla Minecraft:
Hurricaaane, here is my suggested To-do list (remember, it's just suggestions):
Fix iron door sound. (make it more like iron bars)
Hear other players walk. (never checked if this was in the mod already, but if it isn't, it should be)
Hear mobs walk. (if this is not possible, maybe just horses and pigs when being ridden?)
Are these easy to do Hurricaaane? I'm not anywhere near a mod creator, so I wouldn't know, but I think these things would make the mod pretty close to complete, unless you had something else planned.
Hurricaaane, here is my suggested To-do list (remember, it's just suggestions):
Fix iron door sound. (make it more like iron bars)
Hear other players walk. (never checked if this was in the mod already, but if it isn't, it should be)
Hear mobs walk. (if this is not possible, maybe just horses and pigs when being ridden?)
Are these easy to do Hurricaaane? I'm not anywhere near a mod creator, so I wouldn't know, but I think these things would make the mod pretty close to complete, unless you had something else planned.
1 is super easy, you can even do it yourself (although I thought the iron doors sounded nice with the metallic plate sound)
- Open mods/presencefootsteps/packs/pf_presence/blockmap.cfg
- Find the line that says 71=hardmetal
- Replace it with either:
To play like iron bars: 71=metalbar
To play both metallic sounds at once (I tried it, it sounds ugly) 71=hardmetal,metalbar
2 and 3 are much harder, I'm not convinced it is possible, here's the full problem:
- The footsteps sounds are sent by the server, because it's the server that calculates when the footstep sounds are about to be played.
- The sounds sent from the server are just "sound commands" (i'm simplifying) that tell "play this sound at this location"; the information that says it is a footstep is missing (block breaking sounds use the same sounds as vanilla footsteps), and the information that says which player (or mob) has triggered the footsteps is also missing (in some cases it may not even be possible to deduce it).
- It would be possible to capture all footstep "sound commands" sent by the server (because for some reason the vanilla footstep sounds are always played with a specific volume), and then compute which block would play at the location.
- A non-problem: All sounds for footsteps in the default pack are stereo so that the sounds play equally between both speakers in-game, so I would have to make mono versions of the sounds to play them at certain locations
So at the end, a footstep replacement for "other players" is not as easy as it sounds, and will be really dumbed down to the very basics of footsteps. It's worth the try, but it could also create incompatibilities with others mods as "capturing commands" is likely to create conflicts.
1 is super easy, you can even do it yourself (although I thought the iron doors sounded nice with the metallic plate sound)
- Open mods/presencefootsteps/packs/pf_presence/blockmap.cfg
- Find the line that says 71=hardmetal
- Replace it with either:
To play like iron bars: 71=metalbar
To play both metallic sounds at once 71=hardmetal,metalbar
2 and 3 are much harder, I'm not convinced it is possible, here's the full problem:
- The footsteps sounds are sent by the server, because it's the server that calculates when the footstep sounds are about to be played.
- The sounds sent from the server are just "sound commands" (i'm simplifying) that tell "play this sound at this location"; the information that says it is a footstep is missing (block breaking sounds use the same sounds as vanilla footsteps), and the information that says which player (or mob) has triggered the footsteps is also missing (in some cases it may not even be deduced).
- It would be possible to capture all footstep "sound commands" sent by the server (because for some reason the vanilla footstep sounds are always played with a specific volume), and then compute which block would play at the location.
- A non-problem: All sounds for footsteps in the default pack are stereo so that the sounds play equally between both speakers in-game, so I would have to make mono versions of the sounds to play them at certain locations
So at the end, a footstep replacement for "other players" is not as easy as it sounds, and will be really dumbed down to the very basics of footsteps. It's worth the try, but it could also create incompatibilities with others mods as "capturing commands" is likely to create conflicts.
I understand, and just for the record, I like the iron door too, but I saw someone on a different page that suggested it and I was trying to make the to-do list in the interest of everyone in this thread. However, it is helpful incase anyone else would like to change the sound, now they have a tutorial on how to, so thank you for that!
As for 2 and 3, it would be cool to have them, but if they are hard to do and create incompatibilities, it wouldn't be worth the effort. Thanks for replying anyways!
I may also have time to add a very small mechanic to tweak the volume (not through MAtmos screen).
I suspect the volume will require a few adjustments before you're finished, and ultimately it's up to user preference. For me, the default footsteps were very loud (akin to heavy people running down stairs) and some seemed too loud for their purpose. i.e., the point of carpet is to reduce noise, so footsteps on it should be muffled. Likewise for grass or other soft materials.
If it's not too laggy, perhaps you could add per-material or per-sound volume. For example:
Is that a good thing or a bad thing that mod materials play "stone" footsteps? I mean, if Presence Footsteps wasn't installed, would these materials play other sounds like "wood" or "glass"?
I tested a little further. Most items are playing a sound that makes sense, given their material, with the exception of foliage (grass, leaves, etc), which is either silent or playing a sound too faint to be made out.
(The mod items I'm using to test with are from Biomes 'O Plenty, for what it's worth.)
Ideally I'd like the footstep sound volume to fit everyone's preferences at once; Currently, there has been almost no alterations to the volume from the original sources I cut the sounds from.
Changelog for the test version:
- Fixed a bug where the engine would try to play NOT_EMITTER acoustic if the player walked through NON_EMITTER foliage, such as just-planted seeds.
- If a block isn't in the blockmap, a primitivemap is used to convert a block to the closest acoustic based on the step sound that was used in Vanilla Minecraft:
- Volume is now at 70% by default on first install
- Pressing LEFT CTRL + LEFT SHIFT + F for 1 second displays a menu to control the volume
- Iron doors now plays a mixture of Iron bar sounds and Iron block sounds (instead of Iron block sounds)
- Brush volume set to 50
- Sand volume set to 60
- Rug volume set to 70
- Glass pitch range reduced to 95-100 (instead of 90-110)
Not a surprise. 9minecraft steals EVERY famous mod and puts it on their website, and renames it.
[==========================================]
[I am the leader and creator of the Sheep Bros™]
[==========================================]
Also, is there a volume control key for footsteps? I didn't see it on the MATMOS screen, or any reference to one in the OP.
Oh! That's problematic.
I don't develop anything with Forge (in fact, I have an aversion to the addition of custom blocks into the worlds I play on in singleplayer, so in fact I have no knowledge on how custom blocks work at all in Forge), but I can look into fixing that!
I have two ideas in mind: I'm not sure if I should use Forge's OreDictionary or the more common vanilla Minecraft "Material" definition.
If the footstep sound in Forge are limited to a restricted collection, it would make more sense to me to use that instead, using a simple system similar to the blockmap.cfg file.
However I'm a bit surprised, are the blocks completely silent, or do they play a faint default sound? Presence Footsteps normally plays the default sound associated to the block if the block is not defined in the blockmap...
I posted something earlier about changing the volume. Is it too loud? I need your feedback about it, it's something I may have to tweak down in the game code.
You can go to the mods/presencefootsteps/ folder, and if you started the game at least once there should be a file called userconfig.cfg in there.
Open it with a text editor. You will find a line called "user.volume.0-to-100=100"
You can change the value after the = sign to something less, like 75 (for 75% of the volume) "user.volume.0-to-100=75".
If you want to try multiple times, you can edit the file while Minecraft is running, then press the combination LEFT CTRL + LEFT SHIFT + F in-game.
Ran into this issue myself! Mod materials aren't entirely silent, but rather take on a dim tapping sound , similar to Minecraft's default "stone" footsteps.
Is that a good thing or a bad thing that mod materials play "stone" footsteps? I mean, if Presence Footsteps wasn't installed, would these materials play other sounds like "wood" or "glass"?
You're correct. The other blocks aren't silent, but so quiet they might as well be. If Minecraft's materials list works, then by all means use that. Forge has more flexibility, but it would require two versions of the mod (one for Modloader and one for Forge), and that seems like a lot of effort for little gain.
That works, though you might want to add it to the core MATMOS control panel, assuming both mods are installed.
I'll put up for download a test version of Presence Footsteps much later today or tomorrow, are you willing to try it?
Here are the current changes:
- Fixed a bug where the engine would try to play NOT_EMITTER acoustic if the player walked through NON_EMITTER foliage, such as just-planted seeds.
- If a block isn't in the blockmap, a primitivemap is used to convert a block to the closest acoustic based on the step sound that was used in Vanilla Minecraft:
I may also have time to add a very small mechanic to tweak the volume (not through MAtmos screen).
1 is super easy, you can even do it yourself (although I thought the iron doors sounded nice with the metallic plate sound)
- Open mods/presencefootsteps/packs/pf_presence/blockmap.cfg
- Find the line that says
71=hardmetal
- Replace it with either:
To play like iron bars:
71=metalbar
To play both metallic sounds at once (I tried it, it sounds ugly)
71=hardmetal,metalbar
2 and 3 are much harder, I'm not convinced it is possible, here's the full problem:
- The footsteps sounds are sent by the server, because it's the server that calculates when the footstep sounds are about to be played.
- The sounds sent from the server are just "sound commands" (i'm simplifying) that tell "play this sound at this location"; the information that says it is a footstep is missing (block breaking sounds use the same sounds as vanilla footsteps), and the information that says which player (or mob) has triggered the footsteps is also missing (in some cases it may not even be possible to deduce it).
- It would be possible to capture all footstep "sound commands" sent by the server (because for some reason the vanilla footstep sounds are always played with a specific volume), and then compute which block would play at the location.
- A non-problem: All sounds for footsteps in the default pack are stereo so that the sounds play equally between both speakers in-game, so I would have to make mono versions of the sounds to play them at certain locations
So at the end, a footstep replacement for "other players" is not as easy as it sounds, and will be really dumbed down to the very basics of footsteps. It's worth the try, but it could also create incompatibilities with others mods as "capturing commands" is likely to create conflicts.
I understand, and just for the record, I like the iron door too, but I saw someone on a different page that suggested it and I was trying to make the to-do list in the interest of everyone in this thread. However, it is helpful incase anyone else would like to change the sound, now they have a tutorial on how to, so thank you for that!
As for 2 and 3, it would be cool to have them, but if they are hard to do and create incompatibilities, it wouldn't be worth the effort. Thanks for replying anyways!
Absolutely. The proposed changes look good.
I suspect the volume will require a few adjustments before you're finished, and ultimately it's up to user preference. For me, the default footsteps were very loud (akin to heavy people running down stairs) and some seemed too loud for their purpose. i.e., the point of carpet is to reduce noise, so footsteps on it should be muffled. Likewise for grass or other soft materials.
If it's not too laggy, perhaps you could add per-material or per-sound volume. For example:
I tested a little further. Most items are playing a sound that makes sense, given their material, with the exception of foliage (grass, leaves, etc), which is either silent or playing a sound too faint to be made out.
(The mod items I'm using to test with are from Biomes 'O Plenty, for what it's worth.)
Changelog for the test version:
- Fixed a bug where the engine would try to play NOT_EMITTER acoustic if the player walked through NON_EMITTER foliage, such as just-planted seeds.
- If a block isn't in the blockmap, a primitivemap is used to convert a block to the closest acoustic based on the step sound that was used in Vanilla Minecraft:
- Volume is now at 70% by default on first install
- Pressing LEFT CTRL + LEFT SHIFT + F for 1 second displays a menu to control the volume
- Iron doors now plays a mixture of Iron bar sounds and Iron block sounds (instead of Iron block sounds)
- Brush volume set to 50
- Sand volume set to 60
- Rug volume set to 70
- Glass pitch range reduced to 95-100 (instead of 90-110)
This version is a test that may be unstable and cause crashes, and may be put off from download at any time.
http://goo.gl/ixuKW