Goal:
Have large waterfalls create a more accurate sound, from the current trickle to a thunder/hiss.
Method:
"Easier": Have MC identify height of waterfall, and have a few different sounds depending on the height. It could be as simple as using the standard trickle\rush for drops <= 5 blocks, and a deeper thunder with some hiss for >5 blocks.
"Not As Easy": modify it via various layered amplitude\frequency based on fall height.
Extra:
The deepest thundering could possibly exist if the falls are >3 blocks wide at the fall.
It seems pretty minor, but for MC terrain, the devil is in the details. IMO, something as simple as the new tree types added a surprising amount of depth. The world is very organic, but rivers\falls are lacking. There are springs that often cascade, but they don't have any dramatic aural punch!
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Have large waterfalls create a more accurate sound, from the current trickle to a thunder/hiss.
Method:
"Easier": Have MC identify height of waterfall, and have a few different sounds depending on the height. It could be as simple as using the standard trickle\rush for drops <= 5 blocks, and a deeper thunder with some hiss for >5 blocks.
"Not As Easy": modify it via various layered amplitude\frequency based on fall height.
Extra:
The deepest thundering could possibly exist if the falls are >3 blocks wide at the fall.
It seems pretty minor, but for MC terrain, the devil is in the details. IMO, something as simple as the new tree types added a surprising amount of depth. The world is very organic, but rivers\falls are lacking. There are springs that often cascade, but they don't have any dramatic aural punch!
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"War does not determine who is right. Only who is left."
"Everyone is entitled to be stupid, but some abuse the privilege."
"How people treat you is their karma; how you react is yours."
http://www.witty-quotes.com/