Download the recommended Forge version for the version of this mod that you have (from here) and install it.
Download this mod, and put it in the mods folder.
Run Minecraft, and enjoy your reverb. =)
(Note that this is a client-side mod, so it will work even if you connect to a server that doesn't have it, or a vanilla server.)
Also note that you can disable any of the features in the config file, and you can change the blocks which add extra reverb, don't affect reverb, eliminate reverb, and cancel more sound when the sound source is behind them.
I want and plan to create an API which will allow anybody else who wants to create their own "sound filters" easily.
I got some inspiration from Better Sound (though I wanted to do this even before I knew about that mod), but this mod is forge-compatible. =)
If you find any problems or bugs, please leave a comment with them. This wasn't that simple to make, so I won't be surprised if there are some bugs.
Anyway, enjoy the sounds. =)
Modpacks
You can use this mod in any mod pack. Just make sure you list me as the author.
I just wanted to say I used to use the better sounds mod then it didn't update and I forgot about it completely, but after seeing this mod I remember it now. Enough about that though. I just want to say I support this mod completely and thank you for making it. If you were to make it 1.7.2 that would make a lot of people happy but I know with different versions of minecraft it brings a lot of challenges to modders when it comes to updating their mods and sometimes breaks their mods. Si if you choose to update great and if not that's ok too. I appreciate it all the same.
I just wanted to say I used to use the better sounds mod then it didn't update and I forgot about it completely, but after seeing this mod I remember it now. Enough about that though. I just want to say I support this mod completely and thank you for making it. If you were to make it 1.7.2 that would make a lot of people happy but I know with different versions of minecraft it brings a lot of challenges to modders when it comes to updating their mods and sometimes breaks their mods. Si if you choose to update great and if not that's ok too. I appreciate it all the same.
I'm definitely planning on updating it to 1.7.
What I really want to do is create some kind of an API that will let people use this to create their own "filter packs" or something like that, like how the shaders mod works. I've never done anything like that before though, so hopefully I can do it. =)
The reverb might be a bit much, especially if you have a busier nether than that Other than that, awesome mod, thanks!
Believe me when I tell you, it isn't. I've been running test versions of this for Tmtravlr to help work things out, and my Nether is absolutely filled to the brim with content. I'm the one responsible for there being a block whitelist for reverb based on my Nether not echoing due to large areas of Tainted Soil. With dozens of Lava Monsters and Ghasts everywhere, the reverb was actually culled quite a bit due to Minecraft's limitations on how many sounds it can play at once. Unless the sound is alone, you don't tend to notice the reverb.
That's likely a problem with Lycanite's mod. It's been known to have various incompatibility issues before, and his is one of the only mods in that environment that touches sound. It may also be Blood n' Bones tweaks. It's a nullpointer, and those can be tough to pin down at times.
I was able to successfully run this mod alongside my instance of Blood and Bones once, but the next times I ran Minecraft it crashed before reaching the main menu. If I take out the mod it no longer crashes. The crash log is below, any clue?
---- Minecraft Crash Report ----
// My bad.
Time: 7/28/14 11:43 AM
Description: Unexpected error
java.lang.NullPointerException
at paulscode.sound.SoundSystem.newLibrary(SoundSystem.java:1477)
at com.tmtravlr.soundfilters.SoundTickHandler.tickStart(SoundTickHandler.java:52)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreClientTick(FMLCommonHandler.java:361)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1511)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Yeah, that is a problem. It's likely that they modified the sound system directly, because when I go to line 1447 in SoundSystem (where something is throwing the NullPointerException), there is nothing that could be null. Maybe it's Lycanite's, or maybe it's another mod. You'd probably have to test each mod in Blood and Bones with it separately to figure out which one was causing the problem.
I'll probably add a section listing mods with compatibility issues, so if you do figure out which one it is, tell me.
I would probably test it myself, but I've tried to run Blood and Bones on my computer, and I wasn't able to get it to work (It would work for a few seconds, but then lag so badly I couldn't move).
Edit: Whoops, =P just realized that I was looking at the wrong line. Line 1477 does have something that could be throwing that exception. I think I may be able to create a workaround for that. I'll try it and upload it as a "beta" version.
That would be awesome. I'll try to run it with Lycanite's Mobs disabled.
EDIT 1: Strange, seems it's running fine now, with Lycanite's Mobs enabled. The only thing I did since morning was change my Optifine version from Ultra to Standard, disabling the MinecraftLoader mod, and adding your Music Choices mod.
EDIT 2: I enabled MinecraftLoader, it is still running properly. I'm going to try the Ultra version of Optifine as well.
EDIT 3: Seems that with OptiFine 1.6.4 HD U D1 it crashes sometimes. Weird. Not sure if my results can be trusted, sorry. :/
Okay, I've taken a good look at the code, and I think I know why it crashed. I didn't check if the sound system is initialized before changing the library to my modified one (which is why it's only crashing sometimes... probably the amount of mods was making it lag a bit and initialize slower).
I had issues with the sound system occasionally going down with Sound Filters installed, and my guess is that it was a similar problem. It happened only very rarely, and only after a period of excessive lag. I think its safe to assume that this update will fix that fleeting problem.
Yeah, I think it might be quite impossible to do it has I have it now. I will probably have to create a coremod.
Can't you just use java reflection to force read/edit said variables.
PS: I was intending on trying to make reverb for Minecraft and putting it in my mod but seeing as you've pulled it off so well I'll just direct my community to you.
Sound Filters
Hi everyone! This is a client-side mod which adds some filters to sounds.
It adds 3 things right now: reverb in caves, muted sounds when underwater/in lava and, and muted sounds when the sound source is behind a wall.
Screenshots won't do much good here =P, so I made a video to show a sample of what the filters do:
Download
Installation
Download the recommended Forge version for the version of this mod that you have (from here) and install it.
(Note that this is a client-side mod, so it will work even if you connect to a server that doesn't have it, or a vanilla server.)
Also note that you can disable any of the features in the config file, and you can change the blocks which add extra reverb, don't affect reverb, eliminate reverb, and cancel more sound when the sound source is behind them.
I want and plan to create an API which will allow anybody else who wants to create their own "sound filters" easily.
I got some inspiration from Better Sound (though I wanted to do this even before I knew about that mod), but this mod is forge-compatible. =)
If you find any problems or bugs, please leave a comment with them. This wasn't that simple to make, so I won't be surprised if there are some bugs.
Anyway, enjoy the sounds. =)
Modpacks
You can use this mod in any mod pack. Just make sure you list me as the author.
I'm definitely planning on updating it to 1.7.
What I really want to do is create some kind of an API that will let people use this to create their own "filter packs" or something like that, like how the shaders mod works. I've never done anything like that before though, so hopefully I can do it. =)
I'll run a quick test of how things work right now, but I've got a pretty good guess on how things will go based on your previous work...
I've never actually made a video before, so I was pretty nervous. =P
Actually, the reverb is harder to notice if there are lots of sounds playing, so that probably wouldn't be too much of an issue. =)
Believe me when I tell you, it isn't. I've been running test versions of this for Tmtravlr to help work things out, and my Nether is absolutely filled to the brim with content. I'm the one responsible for there being a block whitelist for reverb based on my Nether not echoing due to large areas of Tainted Soil. With dozens of Lava Monsters and Ghasts everywhere, the reverb was actually culled quite a bit due to Minecraft's limitations on how many sounds it can play at once. Unless the sound is alone, you don't tend to notice the reverb.
Yeah, that is a problem. It's likely that they modified the sound system directly, because when I go to line 1447 in SoundSystem (where something is throwing the NullPointerException), there is nothing that could be null. Maybe it's Lycanite's, or maybe it's another mod. You'd probably have to test each mod in Blood and Bones with it separately to figure out which one was causing the problem.
I'll probably add a section listing mods with compatibility issues, so if you do figure out which one it is, tell me.
I would probably test it myself, but I've tried to run Blood and Bones on my computer, and I wasn't able to get it to work (It would work for a few seconds, but then lag so badly I couldn't move).
Edit: Whoops, =P just realized that I was looking at the wrong line. Line 1477 does have something that could be throwing that exception. I think I may be able to create a workaround for that. I'll try it and upload it as a "beta" version.
Okay, I've taken a good look at the code, and I think I know why it crashed. I didn't check if the sound system is initialized before changing the library to my modified one (which is why it's only crashing sometimes... probably the amount of mods was making it lag a bit and initialize slower).
This will hopefully fix that: http://minecraft.curseforge.com/mc-mods/222789-sound-filters/files/2209879/download
The download should be in the downloads in the main post too (but takes a few minutes to show up because of curse forge).
Great, if it doesn't crash, I'll make a release version with that fix.
Yay! =)
I created version 0.2, and uploaded it to curseforge. It should show up once they approve it.
I'm working on it right now.
I can confirm this after hearing her rage over the fact that Mojang made some of the fields she used private in 1.7.10. :3
(Do I hear a bus?)
Yeah, I think it might be quite impossible to do it has I have it now. I will probably have to create a coremod.
Can't you just use java reflection to force read/edit said variables.
PS: I was intending on trying to make reverb for Minecraft and putting it in my mod but seeing as you've pulled it off so well I'll just direct my community to you.