I very much enjoyed MAtmos by Hurricaaane the extra sounds added were always awesome, but I was sad to hear the original author said that they would be having trouble maintaining it as time went on. Luckily dags has graciously picked up the responsibility of updating MAtmos for 1.8, but not before I had started on my own project.
One thing I realized early on from reading MAtmos source code is that the engines were usually just sets of conditional statements based around a set of variables generally derived from something Hurricaaane called "Sheets". Some of these Sheets are Instant look ups (Player X/Y/Z, Light level at the block Player is at) and some Sheets actually scanned the surrounding are of the player and counted blocks (Lots of leaf blocks == your probably in a forest). However, I found the system for defining just a simple set of conditions to play a sound for difficult to work with / understand as it required a set of object-like XML (and later JSON) definitions. Rather than follow this route I actually thought it would be simpler to expose read-only values of certain in game variables and counts of blocks around the user to a Javascript engine and write conditional script to evaluate if a sound can be played.
Yeah that's it. If you want to modify it to add your own sounds and stuff you can open the mod and modify the stuff in assets/ambiotic/. I'm working on building a better sound pack but I'm pretty busy.
When I tgry to start my game with this mod in the mods folder using forge 1517 for 1.7.10 I get a instant crash
---- Minecraft Crash Report ----
// I feel sad now
Time: 9/30/15 1:01 AM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at graphich.ambiotic.scanners.BlockScanner.continueFullScan(BlockScanner.java:128)
at graphich.ambiotic.scanners.BlockScanner.onTick(BlockScanner.java:204)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_72_BlockScanner_onTick_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreClientTick(FMLCommonHandler.java:325)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1587)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:310)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:394)
at org.multimc.EntryPoint.listen(EntryPoint.java:170)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 172284280 bytes (164 MB) / 608698368 bytes (580 MB) up to 3038380032 bytes (2897 MB)
JVM Flags: 25 total; -Xmn1024m -XX:+DisableExplicitGC -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+UseNUMA -XX:+CMSParallelRemarkEnabled -XX:MaxTenuringThreshold=15 -XX:MaxGCPauseMillis=30 -XX:GCPauseIntervalMillis=150 -XX:+UseAdaptiveGCBoundary -XX:-UseGCOverheadLimit -XX:+UseBiasedLocking -XX:SurvivorRatio=8 -XX:TargetSurvivorRatio=90 -XX:MaxTenuringThreshold=15 -XX:+UseFastAccessorMethods -XX:+UseCompressedOops -XX:+OptimizeStringConcat -XX:+AggressiveOpts -XX:ReservedCodeCacheSize=2048m -XX:+UseCodeCacheFlushing -XX:SoftRefLRUPolicyMSPerMB=10000 -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms512m -Xmx3000m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 21 mods loaded, 21 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10-universal.jar)
UCHIJA Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10-universal.jar)
UCHIJA CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJA NotEnoughItems{1.0.5.118} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.118-universal.jar)
UCHIJA PotionExtensionCore{1.7.10-1.1.0} [PotionExtensionCore] (minecraft.jar)
UCHIJA ambiotic{0.0.3} [Ambiotic] (ambiotic-0.0.3.jar)
UCHIJA CustomStuff3{0.6.1} [Custom Stuff 3] (CustomStuff3-0.6.1-MC1.7.10.jar)
UCHIJA enhancedbiomes{2.4.1 for MC 1.7.10} [Enhanced Biomes] (Enhanced Biomes 2.5 for MC 1.7.10.jar)
UCHIJA RTG{Alpha} [Realistic Terrain Generation] (RTG-1.7.10-0.0.9.jar)
UCHIJA TMFM{1.0.0} [ToManyFreakinMods] (TMFM)
UCHIJA Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UCHIJA bspkrsCore{6.16} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.16.jar)
UCHIJA Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCHIJA ForgeMultipart{1.2.0.345} [Forge Multipart] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
UCHIJA McMultipart{1.2.0.345} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
UCHIJA ForgeRelocation{0.0.1.4} [ForgeRelocation] (ForgeRelocation-0.0.1.4-universal.jar)
UCHIJA MCFrames{1.0} [MCFrames] (ForgeRelocation-0.0.1.4-universal.jar)
UCHIJA RelocationFMP{0.0.1.2} [RelocationFMP] (ForgeRelocationFMP-1.7.10-0.0.1.2-universal.jar)
UCHIJA MrTJPCoreMod{1.1.0.31} [MrTJPCore] (MrTJPCore-1.1.0.31-universal.jar)
UCHIJA ForgeMicroblock{1.2.0.345} [Forge Microblocks] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13399 Compatibility Profile Context 15.200.1062.1004' Renderer: 'AMD Radeon HD 6900 Series'
Launched Version: MultiMC5
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 6900 Series GL version 4.5.13399 Compatibility Profile Context 15.200.1062.1004, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Ah, I've seen this guy (error) before but I was never able to consistently reproduce it, I had a bug related to listening to the wrong tick events that I thought fixed this particular error because it also stopped showing up once I changed this.
Can I get some more details? Is it absolutely consistent?
Try 0.0.4 out for me. If you're still having problems, please open up an issue on the GitHub repo so that we can work more closely there, I'd rather not waste people's time on this forum with bug back and forth chatter.
Ah, I've seen this guy (error) before but I was never able to consistently reproduce it, I had a bug related to listening to the wrong tick events that I thought fixed this particular error because it also stopped showing up once I changed this.
Can I get some more details? Is it absolutely consistent?
Try 0.0.4 out for me. If you're still having problems, please open up an issue on the GitHub repo so that we can work more closely there, I'd rather not waste people's time on this forum with bug back and forth chatter.
Hey man thanx this actually fixed it . I love this mod . Good work ! Do you plan on adding other sounds ?
Hey man been using this for awhile now ,and I actually have been enjoying it . I like that the resource pack is now included with your jar makes it a bit easier for players if used in a mod pack . What is your view on mod packs man ? Do you care if its included or not ? All permissions ,and credits will be given for each and every mod with a link to thread . I am actually using this mod with the other sound mod only because yours does not include boime sounds ,but when/if you include biome sounds I will toss the other sound mod ,and keep this one . The height sound is just to awesome in this mod . Do you plan on adding like birds chirping ,and jungle sounds for biomes ? Do you plan on adding water moving sounds when you stand near water like a lake/river or ocean ? Can you add water splattering according to the block its hitting for the rain ? Anyway I am loving the mod man . I am working on a mod myself right now that adds street lights asphalt ,and concrete with sidewalks ,and just any city stuff I can think of .
Oh BTW I would love to hear some awesome storm sounds like wind blowing hard ,and add sounds like a house creaking to the wind blowing so hard while your in the house ,and sounds like thunder/lightning and like the rain hitting the side of the house you built real hard ETC. Theses right here are mainly just ideas ,but would be really cool if implemented somehow .
Found one bug so far man look at these screen shots Here . You see the cube I bade right ? This is up pretty high you hear the wind blowing the block in this cube right above my head in this screen shot is glass ,and the cube is completely enclosed ,but you can still hear the wind blowing ,but If I replace this block with anything else right above my head other then glass you stop hearing the wind blow just like your supposed to . Hope you understand what I am trying to say its a bit hard to explain .
Do you plan on adding like birds chirping ,and jungle sounds for biomes ? Do you plan on adding water moving sounds when you stand near water like a lake/river or ocean ? Can you add water splattering according to the block its hitting for the rain ?
Yup, I'm actually planning on working on that this weekend (the biome sounds). If you notice in 0.0.8 I added an engine variable for biomes, so hopefully I'll have this done by Sunday.
Oh BTW I would love to hear some awesome storm sounds like wind blowing hard ,and add sounds like a house creaking to the wind blowing so hard while your in the house ,and sounds like thunder/lightning and like the rain hitting the side of the house you built real hard ETC. Theses right here are mainly just ideas ,but would be really cool if implemented somehow .
I was thinking about how to do this, but its a little tricky, but I'll see what I can do. I thought adding the old Matmos sounds for rain on windows would be a nice start though. And my rain sound is really bland right now (its just more controlled version of vanilla) so I want to add like wind and stuff. I imagine you like rainy / windy days inside like me, which was why I started to write this mod actually.
. You see the cube I bade right ? This is up pretty high you hear the wind blowing the block in this cube right above my head in this screen shot is glass ,and the cube is completely enclosed ,but you can still hear the wind blowing ,but If I replace this block with anything else right above my head other then glass you stop hearing the wind blow just like your supposed to . Hope you understand what I am trying to say its a bit hard to explain .
I actually know exactly what you're talking about I found this myself why using my mod in my own game. I know how to fix it but its a little difficult to do without causing massive lag, so I've put it off for the time being to try and get some more sounds in so I care release a beta. I do plan to fix this in the near future though.
Thanks man I appreciate all the hard work ,and you just earned the only sound enhancement mod in my pack now Sorry if I don't respond a lot ,but I do see all the updates ,and such . Very nice job loving the mod so far. BTW what are the list of Biomes you support so far ?
BTW what are the list of Biomes you support so far ?
Forest, jungle, beach, taiga, plains. Desert / mesa are kind of tricky and I have to think about them. Snow biomes also. I want to add a layer of "white" background noise to each and then layer on additional sounds like wind in the trees / bird song / ect.
I also want to integrate with Biomes'O'Plenty, which should be easy I just need to classify all their biomes into particular types.
Forest, jungle, beach, taiga, plains. Desert / mesa are kind of tricky and I have to think about them. Snow biomes also. I want to add a layer of "white" background noise to each and then layer on additional sounds like wind in the trees / bird song / ect.
I also want to integrate with Biomes'O'Plenty, which should be easy I just need to classify all their biomes into particular types.
Since your Doing Biomes O Plenty could you add in support for Enhanced Biomes ? I know it would be pretty hard work considering 90+ Biomes ,but your work would be well appreciated . It is a Biome mod loved by many .
Since your Doing Biomes O Plenty could you add in support for Enhanced Biomes ? I know it would be pretty hard work considering 90+ Biomes ,but your work would be well appreciated . It is a Biome mod loved by many .
Yes. When I have a better set of sound scapes built it should be fairly easy to extend them to any biome mod, since many of them will probably be reused for similar biomes (all forest biomes are going to sound similar, ect).
Ambiotic [1.2.0]
If you would like to do a review youtube video of my mod, I will link it here, PM me for details.
Version 1.2.0 Released
Fixed
New Features
ToDo
Motivation
I very much enjoyed MAtmos by Hurricaaane the extra sounds added were always awesome, but I was sad to hear the original author said that they would be having trouble maintaining it as time went on. Luckily dags has graciously picked up the responsibility of updating MAtmos for 1.8, but not before I had started on my own project.
One thing I realized early on from reading MAtmos source code is that the engines were usually just sets of conditional statements based around a set of variables generally derived from something Hurricaaane called "Sheets". Some of these Sheets are Instant look ups (Player X/Y/Z, Light level at the block Player is at) and some Sheets actually scanned the surrounding are of the player and counted blocks (Lots of leaf blocks == your probably in a forest). However, I found the system for defining just a simple set of conditions to play a sound for difficult to work with / understand as it required a set of object-like XML (and later JSON) definitions. Rather than follow this route I actually thought it would be simpler to expose read-only values of certain in game variables and counts of blocks around the user to a Javascript engine and write conditional script to evaluate if a sound can be played.
Demo
Birds and Bugs
Playing High Altitude Wind
GitHub and Jar
Release(s) just put the jar in /mods/
Mod Source GitHub go here to contribute to the mod.
Your mod is causing tremendous lag in Nether. Please fix that.
Try out 0.0.3.
It works fine now. Thanks.
just put into mods folder?
<embed name="blogparts" width="150" height="260" align="middle" pluginspage="http://www.macromedia.com/go/getflashplayer" src="http://static.nexon.co.jp/maplestory/mapleplaza/blogparts/maplewatch/maple_watch_orange.swf">
Yeah that's it. If you want to modify it to add your own sounds and stuff you can open the mod and modify the stuff in assets/ambiotic/. I'm working on building a better sound pack but I'm pretty busy.
// I feel sad now Time: 9/30/15 1:01 AM
Description: Unexpected error java.lang.NullPointerException: Unexpected error
at graphich.ambiotic.scanners.BlockScanner.continueFullScan(BlockScanner.java:128)
at graphich.ambiotic.scanners.BlockScanner.onTick(BlockScanner.java:204)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_72_BlockScanner_onTick_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreClientTick(FMLCommonHandler.java:325)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1587)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:310)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:394)
at org.multimc.EntryPoint.listen(EntryPoint.java:170)
at org.multimc.EntryPoint.main(EntryPoint.java:54) A detailed walkthrough of the error, its code path and all known details is as follows:
--------------------------------------------------------------------------------------- -- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 172284280 bytes (164 MB) / 608698368 bytes (580 MB) up to 3038380032 bytes (2897 MB)
JVM Flags: 25 total; -Xmn1024m -XX:+DisableExplicitGC -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+UseNUMA -XX:+CMSParallelRemarkEnabled -XX:MaxTenuringThreshold=15 -XX:MaxGCPauseMillis=30 -XX:GCPauseIntervalMillis=150 -XX:+UseAdaptiveGCBoundary -XX:-UseGCOverheadLimit -XX:+UseBiasedLocking -XX:SurvivorRatio=8 -XX:TargetSurvivorRatio=90 -XX:MaxTenuringThreshold=15 -XX:+UseFastAccessorMethods -XX:+UseCompressedOops -XX:+OptimizeStringConcat -XX:+AggressiveOpts -XX:ReservedCodeCacheSize=2048m -XX:+UseCodeCacheFlushing -XX:SoftRefLRUPolicyMSPerMB=10000 -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms512m -Xmx3000m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 21 mods loaded, 21 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10-universal.jar)
UCHIJA Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10-universal.jar)
UCHIJA CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJA NotEnoughItems{1.0.5.118} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.118-universal.jar)
UCHIJA PotionExtensionCore{1.7.10-1.1.0} [PotionExtensionCore] (minecraft.jar)
UCHIJA ambiotic{0.0.3} [Ambiotic] (ambiotic-0.0.3.jar)
UCHIJA CustomStuff3{0.6.1} [Custom Stuff 3] (CustomStuff3-0.6.1-MC1.7.10.jar)
UCHIJA enhancedbiomes{2.4.1 for MC 1.7.10} [Enhanced Biomes] (Enhanced Biomes 2.5 for MC 1.7.10.jar)
UCHIJA RTG{Alpha} [Realistic Terrain Generation] (RTG-1.7.10-0.0.9.jar)
UCHIJA TMFM{1.0.0} [ToManyFreakinMods] (TMFM)
UCHIJA Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UCHIJA bspkrsCore{6.16} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.16.jar)
UCHIJA Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCHIJA ForgeMultipart{1.2.0.345} [Forge Multipart] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
UCHIJA McMultipart{1.2.0.345} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
UCHIJA ForgeRelocation{0.0.1.4} [ForgeRelocation] (ForgeRelocation-0.0.1.4-universal.jar)
UCHIJA MCFrames{1.0} [MCFrames] (ForgeRelocation-0.0.1.4-universal.jar)
UCHIJA RelocationFMP{0.0.1.2} [RelocationFMP] (ForgeRelocationFMP-1.7.10-0.0.1.2-universal.jar)
UCHIJA MrTJPCoreMod{1.1.0.31} [MrTJPCore] (MrTJPCore-1.1.0.31-universal.jar)
UCHIJA ForgeMicroblock{1.2.0.345} [Forge Microblocks] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13399 Compatibility Profile Context 15.200.1062.1004' Renderer: 'AMD Radeon HD 6900 Series'
Launched Version: MultiMC5
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 6900 Series GL version 4.5.13399 Compatibility Profile Context 15.200.1062.1004, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported. Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Ah, I've seen this guy (error) before but I was never able to consistently reproduce it, I had a bug related to listening to the wrong tick events that I thought fixed this particular error because it also stopped showing up once I changed this.
Can I get some more details? Is it absolutely consistent?
Try 0.0.4 out for me. If you're still having problems, please open up an issue on the GitHub repo so that we can work more closely there, I'd rather not waste people's time on this forum with bug back and forth chatter.
Hey man thanx this actually fixed it . I love this mod . Good work ! Do you plan on adding other sounds ?
Oh yeah definitely, this is kind of just an engine test right now.
This sounds great! I look forward to you getting it all up and running with all the features you hope to implement!
So far this works great for me verson(0.0.5), I look forward to further development! BTW love the wind, good work there.
0.0.7 is released. Rain now uses Player.IsExposed to similar to how the high altitude wind does.
Hey man been using this for awhile now ,and I actually have been enjoying it . I like that the resource pack is now included with your jar makes it a bit easier for players if used in a mod pack . What is your view on mod packs man ? Do you care if its included or not ? All permissions ,and credits will be given for each and every mod with a link to thread . I am actually using this mod with the other sound mod only because yours does not include boime sounds ,but when/if you include biome sounds I will toss the other sound mod ,and keep this one . The height sound is just to awesome in this mod . Do you plan on adding like birds chirping ,and jungle sounds for biomes ? Do you plan on adding water moving sounds when you stand near water like a lake/river or ocean ? Can you add water splattering according to the block its hitting for the rain ? Anyway I am loving the mod man . I am working on a mod myself right now that adds street lights asphalt ,and concrete with sidewalks ,and just any city stuff I can think of .
Oh BTW I would love to hear some awesome storm sounds like wind blowing hard ,and add sounds like a house creaking to the wind blowing so hard while your in the house ,and sounds like thunder/lightning and like the rain hitting the side of the house you built real hard ETC. Theses right here are mainly just ideas ,but would be really cool if implemented somehow .
Found one bug so far man look at these screen shots Here . You see the cube I bade right ? This is up pretty high you hear the wind blowing the block in this cube right above my head in this screen shot is glass ,and the cube is completely enclosed ,but you can still hear the wind blowing ,but If I replace this block with anything else right above my head other then glass you stop hearing the wind blow just like your supposed to . Hope you understand what I am trying to say its a bit hard to explain .
Include away!
Yup, I'm actually planning on working on that this weekend (the biome sounds). If you notice in 0.0.8 I added an engine variable for biomes, so hopefully I'll have this done by Sunday.
I was thinking about how to do this, but its a little tricky, but I'll see what I can do. I thought adding the old Matmos sounds for rain on windows would be a nice start though. And my rain sound is really bland right now (its just more controlled version of vanilla) so I want to add like wind and stuff. I imagine you like rainy / windy days inside like me, which was why I started to write this mod actually.
I actually know exactly what you're talking about I found this myself why using my mod in my own game. I know how to fix it but its a little difficult to do without causing massive lag, so I've put it off for the time being to try and get some more sounds in so I care release a beta. I do plan to fix this in the near future though.
Checkout version 1.0.0.
Thanks man I appreciate all the hard work ,and you just earned the only sound enhancement mod in my pack now Sorry if I don't respond a lot ,but I do see all the updates ,and such . Very nice job loving the mod so far. BTW what are the list of Biomes you support so far ?
Forest, jungle, beach, taiga, plains. Desert / mesa are kind of tricky and I have to think about them. Snow biomes also. I want to add a layer of "white" background noise to each and then layer on additional sounds like wind in the trees / bird song / ect.
I also want to integrate with Biomes'O'Plenty, which should be easy I just need to classify all their biomes into particular types.
Since your Doing Biomes O Plenty could you add in support for Enhanced Biomes ? I know it would be pretty hard work considering 90+ Biomes ,but your work would be well appreciated . It is a Biome mod loved by many .
Yes. When I have a better set of sound scapes built it should be fairly easy to extend them to any biome mod, since many of them will probably be reused for similar biomes (all forest biomes are going to sound similar, ect).