I'll update everything (including the license to something less restrictive). A million 's to Michi302 for being everything I love about modding communities.
Sorry for being a lazy *******.
Edit:
BSM and optifine patches updated. In the usual place.
MinecraftForge created new conflicts in my absence, so it will take a little longer no time at all to create both a patch for that and Ic2's soundsystem.
Edit2:
Scratch that. New MinecraftForge patch in the main post.
Note: If you're using optifine with minecraftforge you just need the optifine patch. (Install order should be forge, optifine, bsm, optifine/bsm patch).
Edit3:
Ic2 jar patch updated.
Edit4:
Ninja update to fix doors not properly attenuating sound depending on their orientation.
Tried this mod out. Immediately impressive effects! BTW, it works with sound mod enabler (or soundpacks actually, not sure about sound mod enabler) and Matmos all at the same time, making practically the most epic sound environment in Minecraft.
Instead of forge patches, why not ask some hook from them?
Once I had all the mappings set for hooking into optifine I just spat out a patch for forge once I realized it was incompatible as well. If they're receptive to it I'll definitely pursue that option though.
I can't really hear any splash sounds when I go in the water. Does it block out any water sounds? I feel as if you can only hear the sounds without something blocking it and around your Y coordinate.
I can't really hear any splash sounds when I go in the water. Does it block out any water sounds? I feel as if you can only hear the sounds without something blocking it and around your Y coordinate.
The attenuation value of water blocks is probably still too high. I'll look into it lowering it some more.
This mod is very nice, but quite glitchy (For me at least) pistons retracting sounds dampened, A lot of sounds feel 'Missing' I can't hear portals / splashing / note blocks nor does this mod work deep below ground (unless it's not supposed to, but I believe I had this mod installed a long time ago and it did work in caves)
The nether sounds great though
Note blocks, pistons, splashing and portal groans all seemed fine to me. Can you post of a screenshot/video of where this is happening?
I disabled overworld reverberation because the system I used was too resource intensive for how terribly it worked (too many "false postive" caves; homes sounded awful).
Right now this mod really just sort of takes minecrafts sound system from one extreme to another (hearing all sounds regardless of whether or not the sound could realistically reach you, to only hearing sounds from sources you have line-of-sight with) and showcases the reverberation effect in the nether/the end (and to be completely honest the former was all I wanted to accomplish when I first started this mod).
On that note, I don't plan to do anything major until 1.3 hits. If nothing else I'm going to start gutting/replacing everything that has to do with sound in the rest of minecrafts code so I don't have to keep adding special cases for eveything.
Edit:
Pushed a minor update to address a few annoyances and re-enable an old feature. Also, according to LWJGL their newest version contains OAL-Soft for MacOSX, which should mean that lowpass filtering/reverberations now work on it.
I also now just realized that Minecraft Forge changes quite a bit in the sound manager class, so it's going to take a bit more work to make them fully compatible. The patch I currently have available only fixes the RenderGlobal class, but that may be enough in some cases.
Edit2:
Pushed another minor update which should make BSM and Minecraft Forge innately compatible (at least until the forge team adds/removes something from our shared classes). Be sure to install BSM after you install Minecraft Forge.
What did I do wrong? I did everything right I installed the mod after AudioMod, After Optifine and all 4 patches for my for Optifines, and I downloaded and installed the latest version of LWJGL and none of the echo effects or anything is working. There's absolutly no difference. Please help me!
So on my last post I said nothing was working. Well I found that I did something wrong and fixed it and the sounds work in the nether fine and the jukebx sound being blocked out works just fine. But when I'm in caves there is no echo at all, in the nether there is, but not in caves. I get the different cave noises that happen more often, but no echo. If you could please help it would be appreciated. And one last thing was, are pistons supposed to be blocked out if they're not visible? When I activate 2 of them for a hidden door, I can't here them except once in a while where I faintly here them. So if you could plese reply and help me out it would be very much appreciated!
P.S. Sorry for such a long post.
So on my last post I said nothing was working. Well I found that I did something wrong and fixed it and the sounds work in the nether fine and the jukebx sound being blocked out works just fine. But when I'm in caves there is no echo at all, in the nether there is, but not in caves. I get the different cave noises that happen more often, but no echo. If you could please help it would be appreciated. And one last thing was, are pistons supposed to be blocked out if they're not visible? When I activate 2 of them for a hidden door, I can't here them except once in a while where I faintly here them. So if you could plese reply and help me out it would be very much appreciated!
P.S. Sorry for such a long post.
Right now reverberations are only (and permanently) enabled in the nether and the end because I have yet to come up with a way of "detecting" caves that isn't terrible. I'm currently working on one that seems promising, but I've said that about the last 3 attempts so we shall see.
As far as piston sounds effects go, they are treated like all other sounds in the game in that they are attenuated when there is something between you and the sound source. I plan to add a database file that will let you tweak the attenuation values of blocks (or add values for additional mod blocks) if you’re so inclined.
What did I do wrong? I did everything right I installed the mod after AudioMod, After Optifine and all 4 patches for my for Optifines, and I downloaded and installed the latest version of LWJGL and none of the echo effects or anything is working. There's absolutly no difference. Please help me!
A few notes for posterity: Installing AudioMod beforehand isn't necessary and you only need to install the optifine patch for the version you are using.
Right now reverberations are only (and permanently) enabled in the nether and the end because I have yet to come up with a way of "detecting" caves that isn't terrible. I'm currently working on one that seems promising, but I've said that about the last 3 attempts so we shall see.
As far as piston sounds effects go, they are treated like all other sounds in the game in that they are attenuated when there is something between you and the sound source. I plan to add a database file that will let you tweak the attenuation values of blocks (or add values for additional mod blocks) if you’re so inclined.
A few notes for posterity: Installing AudioMod beforehand isn't necessary and you only need to install the optifine patch for the version you are using.
Thank you fr responding back to both my posts. So I got it to work in the nether and end just fine now. I put the LWJGL in the wrong place, buI got it wrking. And ok aboutthe sounds in caves.I remember you saying to someone else that it was reacting in houses. So take your time, I just thought I did something wrong. So again thank you and I can't wait until you get all this working how you want. Thanks again and great mod!
Has anyone else had problems with this mod and EE2? Since adding this, I seem to have lost all EE sounds. Absolutely love what this mod does for the game, though!
Rollback Post to RevisionRollBack
Don't recognize my avatar? You've missed out on one of the best games ever! http://sc2.sourceforge.net/ If you do recognize it, welcome to the next stage of life. Put on your best sweater vest and I'll meet you in the shuffleboard room
When I installed this mod, Minecraft played no sounds at all.[I had LWJGL 2.8.4 installed too] When I looked in the options, it had muted itself. Upon turning up the sound, Minecraft froze up. After awhile it unfroze, but when I loaded a world it crashed. Terminal log in spoiler. [I noticed that bit about Windows compatibility only, I'm running a Linux OS >:/]
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
Exception in thread "Thread-24" java.lang.NoSuchMethodError: paulscode.sound.SoundSystemConfig.getDopplerFactor()F
at paulscode.sound.libraries.LibraryLWJGLOpenAL.init(LibraryLWJGLOpenAL.java:220)
at paulscode.sound.SoundSystem.CommandNewLibrary(SoundSystem.java:1576)
at paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2572)
at paulscode.sound.CommandThread.run(CommandThread.java:121)
ERROR MESSAGE:
SoundSystem did not load after 30 seconds.
Starting up SoundSystem...
Switching to No Sound
(Silent Mode)
Exception in thread "Thread-26" java.lang.NoSuchMethodError: paulscode.sound.Source.setFiltering(Z)V
at paulscode.sound.Library.setFiltering(Library.java:1619)
at paulscode.sound.SoundSystem.CommandSetFiltered(SoundSystem.java:2975)
at paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2576)
at paulscode.sound.CommandThread.run(CommandThread.java:121)
java.lang.NoSuchMethodError: paulscode.sound.CommandObject.<init>(IIF)V
at paulscode.sound.SoundSystem.setReverbPreset(SoundSystem.java:2960)
at sd.updateReverb(SoundManager.java:608)
at sd.a(SoundManager.java:323)
at net.minecraft.client.Minecraft.x(SourceFile:735)
at net.minecraft.client.Minecraft.run(SourceFile:671)
at java.lang.Thread.run(Thread.java:636)
Stopping!
SoundSystem shutting down...
Error in class 'SoundSystem'
Command thread did not die!
Ignoring errors... continuing clean-up.
Author: Paul Lamb, www.paulscode.com
Exception in thread "Minecraft main thread" org.lwjgl.LWJGLException: X Error - disp: 0xffffffff8b286e08 serial: 12226 error: GLXBadWindow request_code: 153 minor_code: 32
at org.lwjgl.opengl.LinuxDisplay.globalErrorHandler(LinuxDisplay.java:318)
at org.lwjgl.opengl.LinuxDisplay.nDestroyWindow(Native Method)
at org.lwjgl.opengl.LinuxDisplay.destroyWindow(LinuxDisplay.java:571)
at org.lwjgl.opengl.Display.destroyWindow(Display.java:348)
at org.lwjgl.opengl.Display.access$400(Display.java:62)
at org.lwjgl.opengl.Display$5.destroy(Display.java:832)
at org.lwjgl.opengl.Display.destroy(Display.java:1083)
at net.minecraft.client.Minecraft.d(SourceFile:527)
at net.minecraft.client.Minecraft.run(SourceFile:688)
at java.lang.Thread.run(Thread.java:636)
forge cannibalizing everything... both pros and cons...
Yes. Yes they are compatible. Optifine overwrites a one or two Forge files, but Forge can use the Optifine classes.
I'll update everything (including the license to something less restrictive). A million 's to Michi302 for being everything I love about modding communities.
Sorry for being a lazy *******.
Edit:
BSM and optifine patches updated. In the usual place.
MinecraftForge created new conflicts in my absence, so it will take
a little longerno time at all to create both a patch for that and Ic2's soundsystem.Edit2:
Scratch that. New MinecraftForge patch in the main post.
Note: If you're using optifine with minecraftforge you just need the optifine patch. (Install order should be forge, optifine, bsm, optifine/bsm patch).
Edit3:
Ic2 jar patch updated.
Edit4:
Ninja update to fix doors not properly attenuating sound depending on their orientation.
Once I had all the mappings set for hooking into optifine I just spat out a patch for forge once I realized it was incompatible as well. If they're receptive to it I'll definitely pursue that option though.
BSM and moreCreative don't share any classes and I was able to start a world without any issue with both mods installed.
Such as the mod was made in mid beta...
Dang these forums why do you prevent me from looking at so good mods!
Anyway the sounds sound better then ever so good job for making this!
The attenuation value of water blocks is probably still too high. I'll look into it lowering it some more.
Note blocks, pistons, splashing and portal groans all seemed fine to me. Can you post of a screenshot/video of where this is happening?
I disabled overworld reverberation because the system I used was too resource intensive for how terribly it worked (too many "false postive" caves; homes sounded awful).
Right now this mod really just sort of takes minecrafts sound system from one extreme to another (hearing all sounds regardless of whether or not the sound could realistically reach you, to only hearing sounds from sources you have line-of-sight with) and showcases the reverberation effect in the nether/the end (and to be completely honest the former was all I wanted to accomplish when I first started this mod).
On that note, I don't plan to do anything major until 1.3 hits. If nothing else I'm going to start gutting/replacing everything that has to do with sound in the rest of minecrafts code so I don't have to keep adding special cases for eveything.
Edit:
Pushed a minor update to address a few annoyances and re-enable an old feature. Also, according to LWJGL their newest version contains OAL-Soft for MacOSX, which should mean that lowpass filtering/reverberations now work on it.
I also now just realized that Minecraft Forge changes quite a bit in the sound manager class, so it's going to take a bit more work to make them fully compatible. The patch I currently have available only fixes the RenderGlobal class, but that may be enough in some cases.
Edit2:
Pushed another minor update which should make BSM and Minecraft Forge innately compatible (at least until the forge team adds/removes something from our shared classes). Be sure to install BSM after you install Minecraft Forge.
P.S. Sorry for such a long post.
Right now reverberations are only (and permanently) enabled in the nether and the end because I have yet to come up with a way of "detecting" caves that isn't terrible. I'm currently working on one that seems promising, but I've said that about the last 3 attempts so we shall see.
As far as piston sounds effects go, they are treated like all other sounds in the game in that they are attenuated when there is something between you and the sound source. I plan to add a database file that will let you tweak the attenuation values of blocks (or add values for additional mod blocks) if you’re so inclined.
A few notes for posterity: Installing AudioMod beforehand isn't necessary and you only need to install the optifine patch for the version you are using.
been using it with the sound pack mod as well as MAtmos with an extra adon i found, all i can say it's like a whole new game.
just out of intrest, seeing this is still alpha and already great, what are your plans for the future of this mod?
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
Exception in thread "Thread-24" java.lang.NoSuchMethodError: paulscode.sound.SoundSystemConfig.getDopplerFactor()F
at paulscode.sound.libraries.LibraryLWJGLOpenAL.init(LibraryLWJGLOpenAL.java:220)
at paulscode.sound.SoundSystem.CommandNewLibrary(SoundSystem.java:1576)
at paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2572)
at paulscode.sound.CommandThread.run(CommandThread.java:121)
ERROR MESSAGE:
SoundSystem did not load after 30 seconds.
Starting up SoundSystem...
Switching to No Sound
(Silent Mode)
Exception in thread "Thread-26" java.lang.NoSuchMethodError: paulscode.sound.Source.setFiltering(Z)V
at paulscode.sound.Library.setFiltering(Library.java:1619)
at paulscode.sound.SoundSystem.CommandSetFiltered(SoundSystem.java:2975)
at paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2576)
at paulscode.sound.CommandThread.run(CommandThread.java:121)
java.lang.NoSuchMethodError: paulscode.sound.CommandObject.<init>(IIF)V
at paulscode.sound.SoundSystem.setReverbPreset(SoundSystem.java:2960)
at sd.updateReverb(SoundManager.java:608)
at sd.a(SoundManager.java:323)
at net.minecraft.client.Minecraft.x(SourceFile:735)
at net.minecraft.client.Minecraft.run(SourceFile:671)
at java.lang.Thread.run(Thread.java:636)
Stopping!
SoundSystem shutting down...
Error in class 'SoundSystem'
Command thread did not die!
Ignoring errors... continuing clean-up.
Author: Paul Lamb, www.paulscode.com
Exception in thread "Minecraft main thread" org.lwjgl.LWJGLException: X Error - disp: 0xffffffff8b286e08 serial: 12226 error: GLXBadWindow request_code: 153 minor_code: 32
at org.lwjgl.opengl.LinuxDisplay.globalErrorHandler(LinuxDisplay.java:318)
at org.lwjgl.opengl.LinuxDisplay.nDestroyWindow(Native Method)
at org.lwjgl.opengl.LinuxDisplay.destroyWindow(LinuxDisplay.java:571)
at org.lwjgl.opengl.Display.destroyWindow(Display.java:348)
at org.lwjgl.opengl.Display.access$400(Display.java:62)
at org.lwjgl.opengl.Display$5.destroy(Display.java:832)
at org.lwjgl.opengl.Display.destroy(Display.java:1083)
at net.minecraft.client.Minecraft.d(SourceFile:527)
at net.minecraft.client.Minecraft.run(SourceFile:688)
at java.lang.Thread.run(Thread.java:636)