[Mod] Immersive Sounds [.36] [ambience]

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Neuromancer
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by Neuromancer » Sun Jan 06, 2013 13:37

Mito551 wrote:fade in for effects - no, but a fade out. but it has to fade out at the moment when it goes out. do you get my idea?

I get what you are saying. When you leave an environment, the sound should get quieter slowly as you walk farther away from that environment. There are only 2 approaches to let a sound effect fade out as you walk into a different environment. The first would be to change the engine code to allow you to adjust the gain while the sound is playing. The second would be to do as was discussed earlier, to always play sounds from a given location so that as you walk away from them they grow quieter, and then set a timer to have them automatically stop after a certain time. The trick would be to check if an environment sound was already playing to not restart it up over and over again if you are crossing between biomes repeatedly in a short span of time. This would involve a significant amount of coding. Unfortunately I'm tackling a different project right now. If someone wants to take a crack at this or even a different approach, they are welcome to.
 

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by Mito551 » Sun Jan 06, 2013 18:51

oh! great! too bad I'm bad coder( we'll see if someone has enough courage;)
 

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by Inocudom » Sat Apr 20, 2013 19:34

A couple of days ago, oOChainLynxOo made a Youtube video dedicated exclusively to this mod. I hope this mod has not been abandoned.
 

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by keyxmakerx » Sun Apr 21, 2013 23:27

Inocudom wrote:A couple of days ago, oOChainLynxOo made a Youtube video dedicated exclusively to this mod. I hope this mod has not been abandoned.

As do I, but I am not able to add it to my server. It's too big of a mod... It's a great one though!
 

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by mauvebic » Sun Apr 21, 2013 23:36

Well i did serverlite and im no longer dev'ing, neuromancer doesn't come around as often anymore either. That leaves Realbadangel's version, and he's still active :-)
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by Neuromancer » Mon Apr 22, 2013 02:03

mauvebic wrote:Well i did serverlite and im no longer dev'ing, neuromancer doesn't come around as often anymore either. That leaves Realbadangel's version, and he's still active :-)

I saw the review for this Mod, and I think a few things that could be tweaked:
1) Get rid of the weird sound when starting to fly as it kicks in when just jumping around on the ground and just sounds stupid.
2) Make one of Amethystium's songs louder. I have to check which one is too quiet again.
3) Maybe make the songs fade out a little better.
Last edited by Neuromancer on Mon Apr 22, 2013 02:03, edited 1 time in total.
 

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by Neuromancer » Sat Apr 27, 2013 03:13

DONE 1) Get rid of the weird sound when starting to fly as it kicks in when just jumping around on the ground and just sounds stupid.
DONE2) Make one of Amethystium's songs louder. I have to check which one is too quiet again.
Actually quieted down most of them, and made eastern Feeling and Avalon louder. Sounds way better.
 

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by Iqualfragile » Sat Apr 27, 2013 09:15

ah, great, that flying sound realy was frking annoying
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by onpon4 » Sat Apr 27, 2013 11:23

This is really nice.
 

vktRus
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by vktRus » Sat May 11, 2013 21:12

Stable version + Immersive Sounds mod + moreteers + more more :) fire.

Image

ERROR[main]: WARNING: updateListener: invalid name
ERROR[main]: WARNING: before createPlayingSoundAt: invalid name
Last edited by vktRus on Sat May 11, 2013 21:13, edited 1 time in total.
 

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by Blackthorne » Sat May 25, 2013 19:40

Weird. I can't download the current version. No matter how many times I try, ompldr is offline.
 

Temperest
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by Temperest » Sat May 25, 2013 19:45

Ompldr is going down, possibly permanently, due to lack of funding. Or so I've heard. The authors must re-upload everything to a new host.
WorldEdit 1.0 released

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by RealBadAngel » Sat May 25, 2013 20:29

Use github download links or my version.
 

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by Neuromancer » Sun May 26, 2013 21:20

RealBadAngel wrote:Use github download links or my version.

I changed the current version link in the main post to use the gitub zipfile link.
 

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by CalumMc » Tue May 28, 2013 12:07

Does anyone have the ambience-serverlite.zip? Thanks.
 

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by MirceaKitsune » Fri Jun 14, 2013 13:01

Great mod! I tried it months ago on a server and it sounded very nice. Got the latest GIT but I think that causes some strange lag to happen. The link for the serverlite version seems to be broken... maybe that will work if there's still a working location? Hope this mod is still being worked on :)
 

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Mito551
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by Mito551 » Fri Jun 14, 2013 13:04

 

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by MirceaKitsune » Fri Jun 14, 2013 13:14



Thanks. That also seems to be way less laggy
 

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Neuromancer
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by Neuromancer » Sun Jun 16, 2013 16:38


Thanks for finding this link! I updated the first post to use this instead of the broken link.
 

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by Bas080 » Sat Jul 20, 2013 06:54

This mod has improved allot! I remember the first version. I really like the water effects and the music. Although the crow and the other bird are still very noticable. I do find it cool that they sometimes appear to be far or nearby. Your wishlist looks awesome! I look forward to it.
 

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by MirceaKitsune » Sat Jul 20, 2013 09:21

I like the mod too. But sadly, I have to disagree with how the sounds are triggered and played at this stage, and the general implementation.

The reason is that sounds are triggered and played directly depending on there the player is located. So for instance, if the player is sitting on grass, some forest animal sounds are randomly played, without an exact source of the sound.

The correct way at the current stage IMO is to have appropriate nodes trigger the sounds spatially and with distance culling. For instance, tree leafs should occasionally play birds singing, while grass can play crickets. Flowing water however should be permanently looped by water nodes, etc.

This isn't an end result I'm hoping to be final either. Once we have an official mob framework and animals, animal sounds can be generated by animal mobs only. Including birds, crickets, bees... which yes, I'm hoping will all become mobs eventually. I seen insects done as normal mobs in Minecraft and it was pretty neat with no performance loss whatsoever.

I love the mod and would like to see it improve, which is why I suggested this. Currently we don't have mobs, but I think nodes should trigger the sounds for starters until we do. The Lua API allows spatial sounds so it should work nicely.
 

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Bas080
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by Bas080 » Sat Jul 20, 2013 09:55

MirceaKitsune, good point, The animal sounds should be comming from animals and not leaves or grass. It makes me supersticious!
 

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AndrOn
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by AndrOn » Sat Jul 20, 2013 10:16

I agree with MirceaKitsune, it would be easier to fade out the sounds if they were played from a node. But only some nodes, to avoid having a hundred sources.
And I think it would be great to make the sounds quieter when the player is inside a building or a cave. Like when there is a node between the sound source and the player!
But to make the sounds being played from a given location you have to use mono sounds.
sorry for bad english
 

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by Bas080 » Sat Jul 20, 2013 10:39

AndrOn wrote:I agree with MirceaKitsune, it would be easier to fade out the sounds if they were played from a node. But only some nodes, to avoid having a hundred sources.
And I think it would be great to make the sounds quieter when the player is inside a building or a cave. Like when there is a node between the sound source and the player!
But to make the sounds being played from a given location you have to use mono sounds.


+1. Having to much sounds can be avoided by having big repeat times and randomizing the triggering of sounds. Just like abm
 

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by philipbenr » Tue Jul 23, 2013 17:28

I can't download the file... :( this is really ticking me off because the mod sounds so good.
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by Topywo » Tue Jul 23, 2013 17:42

philipbenr wrote:I can't download the file... :( this is really ticking me off because the mod sounds so good.


The links under 'current version' and 'alternate forks' are downloadable (just tried). Perhaps you tried to download a version under 'history' (omploader)?

Edit: In the first post.
Last edited by Topywo on Tue Jul 23, 2013 17:50, edited 1 time in total.
 

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by philipbenr » Tue Jul 23, 2013 17:48

either that or its my browser. It starts downloading the file then stops.
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by philipbenr » Tue Jul 23, 2013 17:50

I tried both Iexplorer and Firefox. neither of them get past 5%...
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by Topywo » Tue Jul 23, 2013 17:52

philipbenr wrote:either that or its my browser. It starts downloading the file then stops.


I can put ambience on dropbox to try out. Which one)s) did you want to download?
 

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by Topywo » Tue Jul 23, 2013 17:55

I use chrome under Lubuntu where downloading worked. I just tried firefox under Windows7 and that one also downloaded the complete mod (latest version).

Edit:

If everything went okay, the master:
https://dl.dropboxusercontent.com/u/65428713/MinetestAmbience-master%20(1).zip

and the serverlite:
https://dl.dropboxusercontent.com/u/65428713/ambience-serverlite%20(1).zip
Last edited by Topywo on Tue Jul 23, 2013 18:10, edited 1 time in total.
 

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