I am giving the volume for bats a boost.
I am giving the Blazes a gender change...down 25 cents in pitch.
I will also be balancing the volume levels of the Noteblock...consider though...these are intended to radiate maximum sound across a far distance. The original sounds are quite soft...but paulscode makes them blare like aluminum trumpets!
I did not do the Horse and Donkey SFX...originally...muahahahahah! DrZhark gave me permission to do a total re-work on his sounds! For all the critters! Perhaps other top-notch mods would request my engineering (Mystcraft, Twilight Forest especially).
And for GOD's sake, someone please teach me how to make my own sound events so I can ADD what is missing! Workbench ambiance, biome-specific ambiance, BOSS music that follows the player that spawned the entity, ending credit music! If you are a QUALITY modder capable of these things, contact me! I will give props AND pay to get this working perfectly! I have great ideas, plans, etc...and an idea for a sound method that will boggle your brains!
I recommend taking a look at Hurricane's Matmos and Presence Footsteps mods, it adds all sorts of sound event hooks such as jumping, swinging your sword, nether ambience, high altitude wind gust and potentially boss battle music!
Snowsong thanks for this pack it's incredible. Loving the new feel of the game.
Just going to echo the suggestion on wolves however. Their barks are too aggressive and the whine is too long. With tamed wolves around my base I feel like I'm either about to be attacked by one or I'm scaring them to death lol.
Let me apologize for not responding sooner. I have been doing digital artworks for Capcom. As soon as that project concludes this week I will be finishing the 1.2 release of SnowSong! WOO HOO!!!!!!
List of upcoming changes:
Addition of the Equine species FX in 1.6.x
Removal of the glorious Wilhelm
Cave ambiance more "cavey"...and more ambient!
Fixing the harmonics on one of the Zombie Idle Calls
Introducing VERY limited fades to immersion-breaking FX assigned to Endermen and Blazes
Much better glass/ice breakage sound
Way-kinder woofies!
Cave Bat volume levels will be properly normalized
Swapping out some of the dirt and gravel sounds to balance the Mojang laziness
Improved overall normalization with a focus on splashes and underwater swimming sounds
Simplification of the Level-Up fanfare (aawwwwww!!!)
If I make my deadline, you can expect 1.2 to release this weekend!Also, yes, MAtmos...I will be investigating that for a potential MOD release to accompany SnowSong, but after I release 1.2 and the first addon pack of all new compositions for it...Winter's Muse. The additional hooks are perfect I think in MAtmos for what I hope to accomplish! If I need help with it, I hope my forum members here might provide guidance and tolerance for a very silly lady with a passion for music and sound and Minecraft!
I just saw that a note was added concerning the femininity of the Testificates. My apologies, I am a gurrrrrrrlllllll....! LOL!
I have a dear friend, Michael Raine, whom I just contacted concerning the issue, who is pleased to help me with a more masculine sound set for the fleshy-headed Squidwards. I felt the intrinsic pitch-shifting algorithm would make them sound more androgynous, but I suppose that is not so much the case.
Just found this last night. All I can say is that I can't believe I haven't been using this since it released! I will definitely continue using this along side my favorite textures. Kudos and Diamonds! Excellent work.
Some more suggestions xD (you can do this after you release the upcoming update)
The wither's hurt3.ogg sounds a lot softer than the other wither hurt sfx, it should be louder but you don't have to change it if you don't want to.
Also, Mojang (for some weird reason) plays the fizz sound and the angry pigman sounds an octave higher ingame than in the assets folder.
Proof: If you punch out a fire in creative mode ( the fizz.ogg only plays in creative) than play fizz.ogg in the assets folder, the fizz in the assets folder sounds an octave lower than in game. I just pointed this out since the fizz sound ingame sounds way to short for me, but in the assets folder it sounds just fine.
Speaking of pigmen, the zombie footsteps sfx are also used for zombie pigmen footsteps, just wanted to let you know since one of the footsteps sfx sounded like a zombie groan.
In the fireworks blast1.ogg there is a nasty click that plays in the right ear (the click that sometimes plays when a loud sound is suddenly cut off)
The Iron Golem's hurt sounds are also abruptly cut off at the end, much like some of the idle sounds of the Blaze.
I also noticed that some of the sfx sounded mono, however upon opening the files with Audacity, I saw that there were stereo tracks with the left and right ears playing identical sounds, causing the sfx to sound mono. For the sfx to work with MC's 3d sound, the sound files must have only mono tracks; upon opening the sfx files, there should only be a single track rather than two tracks with identical sounds. (It also decreases the file size xP)
That's all the suggestions I can think of! Looking forward to the new update!
First time poster, long time Creeper. I gotta say, I absolutely love this mod. The music is very impressive, I wish I had that skill, but my talents lie more in Rock and Industrial x) I never cared for the original Minecraft music but your material is excellent. Just wish the panning / 3D sound would work with it properly as it's hard to tell where certain mobs are before you die hehe. Keep up the amazing work!
Okay, I need help! Version SNOWSONG 1.2 is ready for release!! WHERE did the sounds go in MC 1.7.2?! I can't figure out how to get my sounds to work in the new MC 1.7.2 file structure. Someone please help so I can release this! 1.7.2 fixes EVERYTHING that was even slightly off-balance or non-3D sound-enabled in every version!
HALP! PLEASE! If you know how I can make this work in 1.7.2 tell me ASAP!
Seems now I need to learn JSON to add each sound manually...this could get messy!
OMG!!!!!
It's true!!!
I need to code a JSON file that MANUALLY adds EVERY sound effect by lines of code!
sounds.json
This will be easy I think. Will jsut take a little time. It appears the lines of code are merely adding file locations under category headers. I could use CMD dir | c:\structure.txt and M$ Excel with clever replaces and such to create this JSON file rather quickly. Wish me luck!!!!It seems I MAY even be able to use this to code in boss fight music for the EnderDragon and the Wither the way I always wanted to! I just need the right event HOOK and attach stream music files OMG! This could be AWESOME!!!! Or frustrating and failure-riddled. PRAY for me! ARGH!
Really love this, only complaint thus far is the music starts kinda loud and is really startling. Could you adjust it to make it start softer and gradually get louder?
EDIT: Also, the step sound for stone 3(I found it in the resource pack stuff) is really out of place with the other stone step sounds..
Just trying to give some constructive criticism as this is really great!
Seems now I need to learn JSON to add each sound manually...this could get messy!
OMG!!!!!
It's true!!!
I need to code a JSON file that MANUALLY adds EVERY sound effect by lines of code!
sounds.json
This will be easy I think. Will jsut take a little time. It appears the lines of code are merely adding file locations under category headers. I could use CMD dir | c:\structure.txt and M$ Excel with clever replaces and such to create this JSON file rather quickly. Wish me luck!!!!
It seems I MAY even be able to use this to code in boss fight music for the EnderDragon and the Wither the way I always wanted to! I just need the right event HOOK and attach stream music files OMG! This could be AWESOME!!!! Or frustrating and failure-riddled. PRAY for me! ARGH!
Look inside the .minecraft/assets folder xD
If you have MC 1.7, copy the sounds.json from .minecraft/assets into the resource pack, go to assets/minecraft, and rename the "sound" folder into "sounds".
Also you might want to have a peek at the last few lines of the sounds.json (I would upload a picture except that I don't know how to)
EDIT: Actually all you need to do is to change the sound folder into sounds, you only need the sounds.json if you're planning to add boss battle music, etc.
I recommend taking a look at Hurricane's Matmos and Presence Footsteps mods, it adds all sorts of sound event hooks such as jumping, swinging your sword, nether ambience, high altitude wind gust and potentially boss battle music!
Just going to echo the suggestion on wolves however. Their barks are too aggressive and the whine is too long. With tamed wolves around my base I feel like I'm either about to be attacked by one or I'm scaring them to death lol.
For now I'm running default wolf barks/whine.
Great work on everything else though
List of upcoming changes:
Addition of the Equine species FX in 1.6.x
Removal of the glorious Wilhelm
Cave ambiance more "cavey"...and more ambient!
Fixing the harmonics on one of the Zombie Idle Calls
Introducing VERY limited fades to immersion-breaking FX assigned to Endermen and Blazes
Much better glass/ice breakage sound
Way-kinder woofies!
Cave Bat volume levels will be properly normalized
Swapping out some of the dirt and gravel sounds to balance the Mojang laziness
Improved overall normalization with a focus on splashes and underwater swimming sounds
Simplification of the Level-Up fanfare (aawwwwww!!!)
If I make my deadline, you can expect 1.2 to release this weekend!Also, yes, MAtmos...I will be investigating that for a potential MOD release to accompany SnowSong, but after I release 1.2 and the first addon pack of all new compositions for it...Winter's Muse. The additional hooks are perfect I think in MAtmos for what I hope to accomplish! If I need help with it, I hope my forum members here might provide guidance and tolerance for a very silly lady with a passion for music and sound and Minecraft!
I have a dear friend, Michael Raine, whom I just contacted concerning the issue, who is pleased to help me with a more masculine sound set for the fleshy-headed Squidwards. I felt the intrinsic pitch-shifting algorithm would make them sound more androgynous, but I suppose that is not so much the case.
http://www.aleciashepherd.com/music/misc/samples/Welcome_to_Our_World.mp3Votes if Michael should be on X-Factor!!!
The wither's hurt3.ogg sounds a lot softer than the other wither hurt sfx, it should be louder but you don't have to change it if you don't want to.
Also, Mojang (for some weird reason) plays the fizz sound and the angry pigman sounds an octave higher ingame than in the assets folder.
Proof: If you punch out a fire in creative mode ( the fizz.ogg only plays in creative) than play fizz.ogg in the assets folder, the fizz in the assets folder sounds an octave lower than in game. I just pointed this out since the fizz sound ingame sounds way to short for me, but in the assets folder it sounds just fine.
Speaking of pigmen, the zombie footsteps sfx are also used for zombie pigmen footsteps, just wanted to let you know since one of the footsteps sfx sounded like a zombie groan.
In the fireworks blast1.ogg there is a nasty click that plays in the right ear (the click that sometimes plays when a loud sound is suddenly cut off)
The Iron Golem's hurt sounds are also abruptly cut off at the end, much like some of the idle sounds of the Blaze.
I also noticed that some of the sfx sounded mono, however upon opening the files with Audacity, I saw that there were stereo tracks with the left and right ears playing identical sounds, causing the sfx to sound mono. For the sfx to work with MC's 3d sound, the sound files must have only mono tracks; upon opening the sfx files, there should only be a single track rather than two tracks with identical sounds. (It also decreases the file size xP)
That's all the suggestions I can think of! Looking forward to the new update!
Maybe is something with the sound-thingy they added at 13w42 ?
"Love as a principle and order as the basis; progress as the goal"
http://www.reverbnation.com/tenebraeaeternus
HALP! PLEASE! If you know how I can make this work in 1.7.2 tell me ASAP!
OMG!!!!!
It's true!!!
I need to code a JSON file that MANUALLY adds EVERY sound effect by lines of code!
sounds.json
This will be easy I think. Will jsut take a little time. It appears the lines of code are merely adding file locations under category headers. I could use CMD dir | c:\structure.txt and M$ Excel with clever replaces and such to create this JSON file rather quickly. Wish me luck!!!!It seems I MAY even be able to use this to code in boss fight music for the EnderDragon and the Wither the way I always wanted to! I just need the right event HOOK and attach stream music files OMG! This could be AWESOME!!!! Or frustrating and failure-riddled. PRAY for me! ARGH!
EDIT: Also, the step sound for stone 3(I found it in the resource pack stuff) is really out of place with the other stone step sounds..
Just trying to give some constructive criticism as this is really great!
Look inside the .minecraft/assets folder xD
If you have MC 1.7, copy the sounds.json from .minecraft/assets into the resource pack, go to assets/minecraft, and rename the "sound" folder into "sounds".
Also you might want to have a peek at the last few lines of the sounds.json (I would upload a picture except that I don't know how to)
EDIT: Actually all you need to do is to change the sound folder into sounds, you only need the sounds.json if you're planning to add boss battle music, etc.