java.lang.NullPointerException: Unexpected error
at com.tmtravlr.soundfilters.ModifiedLWJGLOpenALSource.updateFilters(ModifiedLWJGLOpenALSource.java:77)
at com.tmtravlr.soundfilters.ModifiedLWJGLOpenALSource.stopped(ModifiedLWJGLOpenALSource.java:58)
at paulscode.sound.Source.playing(Source.java:1210)
at com.tmtravlr.soundfilters.SoundTickHandler.tickStart(SoundTickHandler.java:109)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_150_SoundTickHandler_tickStart_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:329)
at net.minecraft.client.Minecraft.func_71407_l(MinecraftOverlay.java:2015)
at net.minecraft.client.Minecraft.func_71411_J(MinecraftOverlay.java:917)
at net.minecraft.client.Minecraft.func_99999_d(MinecraftOverlay.java:835)
at net.minecraft.client.main.Main.main(SourceFile:103)
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:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
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-- Head --
Stacktrace:
at com.tmtravlr.soundfilters.ModifiedLWJGLOpenALSource.updateFilters(ModifiedLWJGLOpenALSource.java:77)
at com.tmtravlr.soundfilters.ModifiedLWJGLOpenALSource.stopped(ModifiedLWJGLOpenALSource.java:58)
at paulscode.sound.Source.playing(Source.java:1210)
at com.tmtravlr.soundfilters.SoundTickHandler.tickStart(SoundTickHandler.java:109)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_150_SoundTickHandler_tickStart_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:329)
Seems to work now
You should probably put this download link at the front of the thread.
I'll make a "release" 0.5 version, and that should show up there. I will try to figure out if this mod is causing the "tossing" mentioned earlier first and fix it if possible.
Wow, this mod is really impressive, it will probably require a lot of work for making it compaible with certains mods, but the way you added sound modifiers through Minecraft without making it laggy/buggy is really impressive, here, take my green arrow of approval
Thanks. =D
It should work with any mod that doesn't rely on the sound library being the default library. The only mod that I know of that probably needs that library is Better Sound (which isn't updated, isn't forge compatible, and does most of the things that this mod does anyway).
No, I mean, certain mods, like Forge Multipart, liquids from Thermal Expansion, defining block thickness for sound isolation, this kind of stuff, might be quite a lot of work, am I wrong?
Actually everything should work pretty easily because this mod looks at things very generally.
The reverb works on block materials (and other mods usually use the vanilla materials for their blocks, like a stone material for other types of stone and ores). You can add specific block exceptions in the config file for blocks that don't have the reverb amount that you want.
For liquids, it also works based on materials. All modded liquids that I know of use the water material, so you should get the water filter when inside them.
Occluded sounds actually work based on how much light can pass through the block, and if it is collidable or not. A fully opaque block will block the most sound, where a half slab, or glass, will block less. Also, a block that you don't collide with (like carpet or tall grass) won't block any.
oh boy that list will be fun... but first off when i take this mod out it would stop and when I put it back in I get flung around again.
OK here we go, the list
That was my first thought too...but then it occurred to me that this didn't happen until I added Sound Filters to the pack. And then on top of that, the only mods that he has in common with what's in Mildly Modded are bspkrs Core, codechickencore, Bibliocraft, and Not Enough Items. I don't understand how it could be Sound Filters, but the evidence suggests that it's conflicting with something. It is important to note, however, that this has never happened to me using the 1.7.X version, which I also use with NEI. It has to be bspkrs Core, codechickencore, or Bibliocraft.
This is proving to be quite hard to track down.
I've experimented with Mildly Modded, in a place where I knew it happened quite a bit.
First I assumed that it must be caused by bspkrs core or code chicken core, because someone else is having that happen, and the only mods in common are those (see this video ).
But when I took them both out, it still happened! So it must have more than one cause. However, when I disabled the occluded sounds in the config file, it stopped. The cause must be in the occluded sounds. I might have an idea where/why it's happening.
Okay, I'm pretty sure I fixed it. At least I can't get it to move me around in Mildly Modded where it was doing it before.
Does this fix work for you guys (and anyone else with this problem)?
Edit: Oh, I forgot to remove a debug output; just ignore it. =P
Eh, SoundAmbiance had debug outputs too, so that won't be anything new for me.
I'll test this out as soon as I'm done with my forum-going for today. I still don't understand how your occluded sounds could have caused that random tossing though...maybe the sound waves were all bouncing off of the blocks and launching Steve around through sheer force. O-O
After playing with the latest update for a bit, I can confirm that there is no "random tossing" to be had. I'm not sure if this can be certain, however, as there has never really been a way for any of us to reliably replicate it...I guess we'll just have to wait and see, eh?
After playing with the latest update for a bit, I can confirm that there is no "random tossing" to be had. I'm not sure if this can be certain, however, as there has never really been a way for any of us to reliably replicate it...I guess we'll just have to wait and see, eh?
Great! Yeah, I can't get it to do it anymore either. It looks like that fixed it.
Now unfortunately my laptop broke, so I won't be able to create a release version for a couple weeks...
This is so cool, I'm really enjoying the echoes and such.
When on the surface in a biome that has no foliage, it echoes as if it was underground, is it possible to make it not echo as much (if at all) while on the surface (Or when there is only id:0 above you?)
Rollback Post to RevisionRollBack
I haven't lost an arm brother, it's right over there..
This is so cool, I'm really enjoying the echoes and such.
When on the surface in a biome that has no foliage, it echoes as if it was underground, is it possible to make it not echo as much (if at all) while on the surface (Or when there is only id:0 above you?)
No, not without making other scenarios (like being in a surface ravine) make less sense. One thing you could do if you're in a modded biome with a modded stone-ish ground cover (like the volcano biome in biomes o plenty with ash stone), you could put that block ID in the list of reverb exceptions: to not create reverb, or even to absorb reverb. That won't help in extreme hills of course, unfortunately.
Honestly, it makes sense for sound to echo in those areas. If you're in a large open area, or in an area with cliffs and valleys, it will echo in reality. Why not have it echo in-game?
However, I feel like these environments shouldn't have the same amount of reverb:
This wall:
and this cave:
Yeah, there's not much I can do about that: non solid stone-type blocks like stairs and slabs create more reverb than solid blocks (think of it as more surfaces for the sound to bounce off of). Same in the opposite way with partial plants or wool-like blocks (like vines and carpet): they absorb more reverb than solid blocks.
*sigh* Yep, it's crashing for another reason now. Try this one:
http://minecraft.curseforge.com/mc-mods/222789-sound-filters/files/2211179/download
Seems to work now
You should probably put this download link at the front of the thread.
I'll make a "release" 0.5 version, and that should show up there. I will try to figure out if this mod is causing the "tossing" mentioned earlier first and fix it if possible.
Thanks. =D
It should work with any mod that doesn't rely on the sound library being the default library. The only mod that I know of that probably needs that library is Better Sound (which isn't updated, isn't forge compatible, and does most of the things that this mod does anyway).
Actually everything should work pretty easily because this mod looks at things very generally.
The reverb works on block materials (and other mods usually use the vanilla materials for their blocks, like a stone material for other types of stone and ores). You can add specific block exceptions in the config file for blocks that don't have the reverb amount that you want.
For liquids, it also works based on materials. All modded liquids that I know of use the water material, so you should get the water filter when inside them.
Occluded sounds actually work based on how much light can pass through the block, and if it is collidable or not. A fully opaque block will block the most sound, where a half slab, or glass, will block less. Also, a block that you don't collide with (like carpet or tall grass) won't block any.
Yeah, I will.
Are you using version 1.6.4?
This is proving to be quite hard to track down.
I've experimented with Mildly Modded, in a place where I knew it happened quite a bit.
First I assumed that it must be caused by bspkrs core or code chicken core, because someone else is having that happen, and the only mods in common are those (see this video ).
But when I took them both out, it still happened! So it must have more than one cause. However, when I disabled the occluded sounds in the config file, it stopped. The cause must be in the occluded sounds. I might have an idea where/why it's happening.
yes
If you want a quicker reply from me then be sure to hit the Reply button.
I just made a 0.5 beta version for 1.6.X. It has the changes from the 1.7.X betas as well. (if this works I'll create a 0.5 release):
http://minecraft.curseforge.com/mc-mods/222789-sound-filters/files/2211395/download
Does this fix work for you guys (and anyone else with this problem)?
Edit: Oh, I forgot to remove a debug output; just ignore it. =P
Eh, SoundAmbiance had debug outputs too, so that won't be anything new for me.
I'll test this out as soon as I'm done with my forum-going for today. I still don't understand how your occluded sounds could have caused that random tossing though...maybe the sound waves were all bouncing off of the blocks and launching Steve around through sheer force. O-O
I'm using a texture pack with shaders, and this really packs a nice punch of realism into MC.
Great! Yeah, I can't get it to do it anymore either. It looks like that fixed it.
Now unfortunately my laptop broke, so I won't be able to create a release version for a couple weeks...
I'm glad you're enjoying it.
When on the surface in a biome that has no foliage, it echoes as if it was underground, is it possible to make it not echo as much (if at all) while on the surface (Or when there is only id:0 above you?)
No, not without making other scenarios (like being in a surface ravine) make less sense. One thing you could do if you're in a modded biome with a modded stone-ish ground cover (like the volcano biome in biomes o plenty with ash stone), you could put that block ID in the list of reverb exceptions: to not create reverb, or even to absorb reverb. That won't help in extreme hills of course, unfortunately.
However, I feel like these environments shouldn't have the same amount of reverb:
This wall:
and this cave:
Because every hero needs a villain.
Yeah, there's not much I can do about that: non solid stone-type blocks like stairs and slabs create more reverb than solid blocks (think of it as more surfaces for the sound to bounce off of). Same in the opposite way with partial plants or wool-like blocks (like vines and carpet): they absorb more reverb than solid blocks.