Not just because it would add more atmosphere to the game, but because it's sadistically ironic when calm1 plays while you're fighting for your life in a dungeon. Implementing this idea would make the music change based on where you are and what's going on around you. These are the situations that would affect the music in the game: When you're in a specific biome:
The effect is similar to what I stated in my previous "Biome-Compliant Ambience" thread, which has since been lost somewhere. Certain biomes will play certain music: for example, being in a Forest could play the unused loop of chirping birds, while being in the Ocean or on an islands could play the sounds of waves or lapping water. When you're underground:
Below layer 48 or in a light level sufficient for spawning hostile mobs, the music would be more ambient or creepy tracks. When you spot a hostile mob:
Any background music currently playing cuts out. Music discs slowly fade to silence. Everything is quiet, except for sound effects. When a hostile mob spots you and gives chase:
A fast-paced, percussive loop starts up, similar to when an enemy spots you in a Legend of Zelda game. This loop continues until the mob dies or stops chasing you. This applies to aggressive Wolves, Zombie Pigmen and Endermen. When a hostile mob is chasing you and you can see it:
The loop grows louder and becomes more intense, with faster rhythms and more parts joining in. When another player attacks you:
The same intense loop starts up, but dies out if neither of you land a hit for five seconds. When you attack the mob/player or they attack you:
The loop plays at maximum intensity for a brief period.
When you're in a specific biome:
The effect is similar to what I stated in my previous "Biome-Compliant Ambience" thread, which has since been lost somewhere. Certain biomes will play certain music: for example, being in a Forest could play the unused loop of chirping birds, while being in the Ocean or on an islands could play the sounds of waves or lapping water.
When you're underground:
Below layer 48 or in a light level sufficient for spawning hostile mobs, the music would be more ambient or creepy tracks.
When you spot a hostile mob:
Any background music currently playing cuts out. Music discs slowly fade to silence. Everything is quiet, except for sound effects.
When a hostile mob spots you and gives chase:
A fast-paced, percussive loop starts up, similar to when an enemy spots you in a Legend of Zelda game. This loop continues until the mob dies or stops chasing you. This applies to aggressive Wolves, Zombie Pigmen and Endermen.
When a hostile mob is chasing you and you can see it:
The loop grows louder and becomes more intense, with faster rhythms and more parts joining in.
When another player attacks you:
The same intense loop starts up, but dies out if neither of you land a hit for five seconds.
When you attack the mob/player or they attack you:
The loop plays at maximum intensity for a brief period.
That's pretty much it. Thanks for reading!
I'm a little disappointed that this has no replies yet.