Edit2: Or check out the Sound Physics mod by sonicether.
This mod adds reverberation effects to different environments and an attenuation mechanic to all blocks. All of this allows for sound-proof rooms, reverberating booms from a hovering ghast, and most importantly: eliminating the ever present moan from that zombie eight solid blocks below you!
This mod requires all users to update the lwjgl files installed with Minecraft in order to enable usage of these audio effects (instructions below).
BSM Installation: I recommend creating a backup of the minecraft 'bin' folder first!
Update to the latest LWJGL release or nothing will work. (Note: once these steps are completed they do not need to be repeated when updating BSM or Minecraft unless you use the "Force Update" option from the launcher).
Download the latest LWJGL release for your operating system here (or at lwjgl.org).
Extract/copy the contents of the zip file to the 'bin' folder located in the main minecraft directory.
Download the latest Better Sound Mod version zip-file here (or directly below) and copy all of the class files to 'Minecraft.jar' with your preferred archive program.
Delete the 'META-INF' folder located in 'Minecraft.jar' if you haven't already done so.
Change Log: Expand the spoiler to view older changes.
Alpha v0.0.15 [1.5.0]
Updated to Minecraft v1.5.0.
Alpha v0.0.15 [1.4.6/1.4.7]
Updated to Minecraft v1.4.6/1.4.7.
Alpha v0.0.14 [1.4.5]
Updated to Minecraft v1.4.5.
Alpha v0.0.13 [1.3.2]
Updated to Minecraft v1.3.2.
Alpha v0.0.12b [1.3.1]
Fixed a bug that would cause the client to randomly freeze.
Fixed echo's being improperly attenuated while in the nether/end.
Alpha v0.0.12a [1.3.1]
Fixed sounds not being fully attenuated by blocks.
Alpha v0.0.12 [1.3.1]
Updated to Minecraft v1.3.1.
Block geometry is now taken into account when calculating attenuation.
Added a xml config file for setting custom block values.
Alpha v0.0.11 [1.2.5]
Should now be innately compatible with Minecraft Forge (at least for now).
Alpha v0.0.10 [1.2.5]
Sources once again have their gain reduced to simulate lowpass filtering on clients that do not support it.
Juke Box sound sources are now centered within the block.
Minor performance optimizations.
The debug overlay (F3) now better reflects the sound systems resource usage.
Alpha v0.0.9b [1.2.5]
Updated to Minecraft v1.2.5.
Fixed a bug where doors would not properly attenuate sound depending on their orientation.
Alpha v0.0.8 [1.2.3]
Updated to Minecraft v1.2.3.
Alpha v0.0.7 [1.1]
Fixed a bug related to thread synchronization.
Alpha v0.0.6 [1.1]
Reverberations in The End and Nether are now permanently unattenuated by blocks.
This is just a temporary measure until terrain based reverberation effects are re-enabled.
Liquids attenuate sound significantly more than before.
Alpha v0.0.5 [1.1]
Minor optimizations and changes to help with compatibility with other mods.
Alpha v0.0.4 [1.1]
Fixed sounds not properly updating when a block is placed/removed.
Removed experimental/unused code (which was causing performance issues).
Alpha v0.0.3 [1.1]
Minor changes to help with compatibility with other mods.
Alpha v0.0.2 [1.1]
"The End" now has a reverberation effect by default.
Alpha v0.0.1 [1.1]
Terrain based reverberation effects are disabled for the moment.
The underwater and default nether reverberation effects are still present.
Initial re-release.
Mod Compatibility:
AudioMod: Yes. Install BSM after AudioMod.
Optifine: Yes.
Minecraft Forge: No (for now). Installing BSM after Forge will (mostly) work, but may cause crashes/irregularities with certain mods installed.
MAtmos: Yes.
GLSL Shaders: Yes.
Really good concept. Hearing zombies from caves below my house are really annoying. One suggestion is maybe make soul sand and netherrack dampen the sound a lot more.
One quick question. What are these values out of? I see a maximum of 6.0 on that chart.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/28/2011
Posts:
47
Member Details
Yes. Yes! Aaaauuugggghhhh! YES!
When my reaction is put into print it reads pretty smutty, but anyway I love the idea with a fiery passion. Those random zombies moaning loudly through the walls no matter where they are bugs me. Also having my nether portals far enough from my base so I don't have to hear them is awkward looking most of the time. All besides the point, that this is just a good idea no matter who you are and should be in the game already.
Notch gave thunder a ridiculously long range (most sounds have a range of 16, thunder has a range of 160000. Changing all the weather effects is on my todo list, though). Out of curiosity, where were you when you heard it (like how much material was between you and the thunder)?
Edit: I added an optional file that modifies the range of thunder to a more 'reasonable' value.
Really good concept. Hearing zombies from caves below my house are really annoying. One suggestion is maybe make soul sand and netherrack dampen the sound a lot more.
One quick question. What are these values out of? I see a maximum of 6.0 on that chart.
Heres a few more things I should have mentioned:
The BASE_VALUE is 4.
I changed the default attenuation from linear to logarithmic. The formula for calculating gain (this is basically just a percentage of the original sounds volume) is now:
Every dampen value of 6 effectively lowers the volume by 25% (so 75% of the original value).
A cumulative value of 24 (at a distance of 1) effectively mutes most sounds (rain, mobs, etc...).
A cumulative value of 12 (at a distance of 4) also effectively mutes most sounds (rain, mobs, etc...). In practice this means it takes at least 3 dirt blocks to mute basic sounds.
If anyone has question/comments/improvements on my implementation of this, please let me know.
Pretty amazing mod.
One thing, though. Shouldn't bookshelves have a higher sound dampening value? Bookshelves typically dampen a good amount of noise in real life (Well, full ones, anyway...), what with all those stacks of paper on them.
Really, really, really like this idea. However, I don't feel that it would make sense to be able to mute any loud noise through just one block. For example, lightning hits a mile away IRL and your house still booms.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
So, I installed the mod and promptly forgot about it because a friend came by. I was walking around my base when she noticed my portal, so I went through to show her the Nether. While I was looking around I thought I heard a ghast spot me in the distance, but my brain rejected the idea at first thinking, "That can't be, if I'd have heard a ghast shoot at me I would have HEARD it.". When the fireball hit a second or two later(It was probably the max distance it could have spotted me when it did.) I shouted in surprise. Then I had a blast shooting arrows around just to see how far away I could have them land and still hear the *twang* sound.
Put simply: Pure grade A awesome stuff.
[Edit: I forgot, I'm on Win7-64x so I thought I should preemptively update those libraries, but when I did it caused a crash. When I switched to the backups everything came back right as rain. So, no problem just thought you should know.]
Pretty amazing mod.
One thing, though. Shouldn't bookshelves have a higher sound dampening value? Bookshelves typically dampen a good amount of noise in real life (Well, full ones, anyway...), what with all those stacks of paper on them.
I'm glad you like it! As with bookshelves: I suppose so. I pretty much just gave all item blocks an arbitrarily low value in comparison to more natural/construction based blocks. Since this was the first public version I just wanted to set a good baseline for everything.
Really, really, really like this idea. However, I don't feel that it would make sense to be able to mute any loud noise through just one block. For example, lightning hits a mile away IRL and your house still booms.
Are you just mentioning thunder as an example or are you experiencing this in-game? It should take a lot more than one block (even the more 'dense' materials) to mute thunder. On a related note: I'm still fine tuning the way sound is effected by these dampening values as I'm not completely satisfied with my current implementation. Stay tuned.
So, I installed the mod and promptly forgot about it because a friend came by. I was walking around my base when she noticed my portal, so I went through to show her the Nether. While I was looking around I thought I heard a ghast spot me in the distance, but my brain rejected the idea at first thinking, "That can't be, if I'd have heard a ghast shoot at me I would have HEARD it.". When the fireball hit a second or two later(It was probably the max distance it could have spotted me when it did.) I shouted in surprise. Then I had a blast shooting arrows around just to see how far away I could have them land and still hear the *twang* sound.
Put simply: Pure grade A awesome stuff.
[Edit: I forgot, I'm on Win7-64x so I thought I should preemptively update those libraries, but when I did it caused a crash. When I switched to the backups everything came back right as rain. So, no problem just thought you should know.]
I'm glad you're enjoying it. :biggrin.gif:
As far as updating the lwjgl libraries: I was experiencing mostly lag spikes when dealing with small, floating precision volumes, so if you're not experiencing any hiccups then awesome! Tbqh, I only really experienced them in 1.5.x, and havn't really seen anything in 1.6.x, so they may have already been updated to a newer version. I just mentioned it in case anyone noticed some hiccups.
In development news: I'm hoping to have the muffling effect and improved rain sound system finalized in the next few days. I'm also leaning towards just implementing attenuation type-2.
Could we have a video as well, I'm just one of those people that like to see(hear) in-game examples before actually trying things out xP
I hear ya. I've been holding off on it because of the way rain sounded, but since I've pretty much "fixed" it I'll be adding a video either with or before the next version. I already have a staging ground of sorts so it should be a neat little tech demo. :cool.gif:
Testing.. if it works as intended will become one of my "core" mods
Heh. I'd love to hear what you think (good or bad)! I'll be gone for the next few hours, but any feedback you're able to leave here would be invaluable to me. =x
It overwrites cm and kr, the first from GUI API and the second from MC HD Patcher i guess... i got many mods which use those utilities, should i install your mod over them and overwrite?
kr is most likely from modloader (or something else that mods the menu) and holds all the menu option buttons.
cm is the options menu itself.
Just for the purpose of testing between the two attentuation versions, I'd overwrite them with my mod. Once you have a preference you can overwrite them with whatever else you want. I'm going to implement only one of them once I get enough feedback.
Edit: I'm going to be away from my computer for the next few hours, so I'll try to answer any more questions when I get back.
The mod seems to work fine, but it deletes one of my mods gui option (Survivalism) which depends both from mod loader and GUI API, i can still play and set up survivalism options from the external file. Since you will remove one of the 2 files, make sure to build next version so it requires mod loader, and not overwrite it :wink.gif:
then users will fully enjoy a zombie-noise-less minecraft without fearing to lose other mod gui options :laugh.gif:
Awesome work indeed!
That' the plan! I've been trying really hard not to conflict with too many popular mods, but seeing as this is the beta I figured a temporary little splurge wouldn't hurt.
Interesting turn of events in development news. Turns out the newest lwgjl release has creative efx built in. Currently testing out a much prettier sounding muffle/reverb as well as echos! Wooo!
Edit: Check out the Sound Filters mod by Tmtravlr.
Edit2: Or check out the Sound Physics mod by sonicether.
This mod adds reverberation effects to different environments and an attenuation mechanic to all blocks. All of this allows for sound-proof rooms, reverberating booms from a hovering ghast, and most importantly: eliminating the ever present moan from that zombie eight solid blocks below you!
This mod requires all users to update the lwjgl files installed with Minecraft in order to enable usage of these audio effects (instructions below).
BSM Installation:
I recommend creating a backup of the minecraft 'bin' folder first!
Download:
LWJGL Java/Binary Update: windows, linux, macosx (or at lwjgl.org)
Better Sound Mod (BSM) Alpha-v0.0.16 (older versions)
Change Log:
Expand the spoiler to view older changes.
Mod Compatibility:
AudioMod: Yes. Install BSM after AudioMod.
Optifine: Yes.
Minecraft Forge: No (for now). Installing BSM after Forge will (mostly) work, but may cause crashes/irregularities with certain mods installed.
MAtmos: Yes.
GLSL Shaders: Yes.
Videos/Tutorials:
I liek it but i still hear thunder strikes D:?1000000000xTimes better then when you started :smile.gif:
One quick question. What are these values out of? I see a maximum of 6.0 on that chart.
When my reaction is put into print it reads pretty smutty, but anyway I love the idea with a fiery passion. Those random zombies moaning loudly through the walls no matter where they are bugs me. Also having my nether portals far enough from my base so I don't have to hear them is awkward looking most of the time. All besides the point, that this is just a good idea no matter who you are and should be in the game already.
Notch gave thunder a ridiculously long range (most sounds have a range of 16, thunder has a range of 160000. Changing all the weather effects is on my todo list, though). Out of curiosity, where were you when you heard it (like how much material was between you and the thunder)?
Edit: I added an optional file that modifies the range of thunder to a more 'reasonable' value.
Heres a few more things I should have mentioned:
What this basically means is:
One thing, though. Shouldn't bookshelves have a higher sound dampening value? Bookshelves typically dampen a good amount of noise in real life (Well, full ones, anyway...), what with all those stacks of paper on them.
They are right to fear!
Put simply: Pure grade A awesome stuff.
[Edit: I forgot, I'm on Win7-64x so I thought I should preemptively update those libraries, but when I did it caused a crash. When I switched to the backups everything came back right as rain. So, no problem just thought you should know.]
I'm glad you like it! As with bookshelves: I suppose so. I pretty much just gave all item blocks an arbitrarily low value in comparison to more natural/construction based blocks. Since this was the first public version I just wanted to set a good baseline for everything.
Are you just mentioning thunder as an example or are you experiencing this in-game? It should take a lot more than one block (even the more 'dense' materials) to mute thunder. On a related note: I'm still fine tuning the way sound is effected by these dampening values as I'm not completely satisfied with my current implementation. Stay tuned.
I plan to do this as soon as I can find a way that doesn't involve creating a new echo'd version of each sound file.
I'm glad you're enjoying it. :biggrin.gif:
As far as updating the lwjgl libraries: I was experiencing mostly lag spikes when dealing with small, floating precision volumes, so if you're not experiencing any hiccups then awesome! Tbqh, I only really experienced them in 1.5.x, and havn't really seen anything in 1.6.x, so they may have already been updated to a newer version. I just mentioned it in case anyone noticed some hiccups.
I really appreciate everyone's feedback!
I don't see why not. PM me and we can work something out from there.
Seems to be the consensus here. :tongue.gif:
In development news: I'm hoping to have the muffling effect and improved rain sound system finalized in the next few days. I'm also leaning towards just implementing attenuation type-2.
The next version will mostly be tweaks. Enjoy!
I hear ya. I've been holding off on it because of the way rain sounded, but since I've pretty much "fixed" it I'll be adding a video either with or before the next version. I already have a staging ground of sorts so it should be a neat little tech demo. :cool.gif:
Heh. I'd love to hear what you think (good or bad)! I'll be gone for the next few hours, but any feedback you're able to leave here would be invaluable to me. =x
kr is most likely from modloader (or something else that mods the menu) and holds all the menu option buttons.
cm is the options menu itself.
Just for the purpose of testing between the two attentuation versions, I'd overwrite them with my mod. Once you have a preference you can overwrite them with whatever else you want. I'm going to implement only one of them once I get enough feedback.
Edit: I'm going to be away from my computer for the next few hours, so I'll try to answer any more questions when I get back.
That' the plan! I've been trying really hard not to conflict with too many popular mods, but seeing as this is the beta I figured a temporary little splurge wouldn't hurt.
Dohoho. :tongue.gif: