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Improved malfunction sound #2

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vistaero
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@eccentricdevotion
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The only ones I actually like are tardis_hum_10, tardis_hum_11, and tardis_malfunction. The others I don't think are an improvement on the original SFX (maybe only in the quality of the sound...)

With one object per hum (instead of all hums in one object) we can set
the property "stream" to true, which is recommended for sounds that have
a duration longer than a few seconds to avoid lag.

Also, now we can have a player preference to select just one hum for the
TARDIS.
@eccentricdevotion
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The hum sounds are deliberately one object, so that one is chosen at random...

@vistaero
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vistaero commented Jun 16, 2016

The problem with all hums in one object is that you can't place the Stream property, and set it to true, so currently the game freezes (every 5000 ticks) while it's loading the audio file which is going to play.

I think it's worth to make the randomizer server-side if we get ride of those freezings. Or even instead of a randomizer, a player preference, so we can choose a specific hum for our TARDISes.

@eccentricdevotion
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What's wrong with:

"tardis_hum": {
        "category": "ambient",
        "sounds": [
            {
            "name": "tardis_hum",
            "stream": true
            },
            "tardis_hum_1",
            "tardis_hum_2",
            "tardis_hum_3",
            "tardis_hum_4",
            "tardis_hum_5",
            "tardis_hum_6",
            "tardis_hum_7",
            "tardis_hum_8",
            "tardis_hum_9",
            "tardis_hum_10",
            "tardis_hum_11"
        ]
    },

@vistaero
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Oh, I didn't know that. I couldn't find an example of multiple sound files with the stream property. But, I still think that a player preference to choose the hum would be a right decision.

@eccentricdevotion
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eccentricdevotion commented Jun 16, 2016

I always think the work should be done by the client wherever possible, maybe:

    "tardis_hum": {
        "category": "ambient",
        "sounds": [
            {
            "name": "tardis_hum_1",
            "type": "event"
            },
            {
            "name": "tardis_hum_2",
            "type": "event"
            },
            {
            "name": "tardis_hum_3",
            "type": "event"
            },
            {
            "name": "tardis_hum_4",
            "type": "event"
            },
            {
            "name": "tardis_hum_5",
            "type": "event"
            },
            {
            "name": "tardis_hum_6",
            "type": "event"
            },
            {
            "name": "tardis_hum_7",
            "type": "event"
            },
            {
            "name": "tardis_hum_8",
            "type": "event"
            },
            {
            "name": "tardis_hum_9",
            "type": "event"
            },
            {
            "name": "tardis_hum_10",
            "type": "event"
            },
            {
            "name": "tardis_hum_11"
            "type": "event"
            }
        ]
    },
    "tardis_hum_1": {
        "category": "ambient",
        "sounds": [
            {
            "name": "tardis_hum_1",
            "type": "sound",
            "stream": true
            }
        ]
    },
    etc, etc ...

@vistaero
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What is "type", "event" and "type", "sound",?

@eccentricdevotion
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eccentricdevotion commented Jun 16, 2016

I haven't actually tested anything yet, but my understanding comes from:
http://minecraft.gamepedia.com/Sounds.json
https://www.reddit.com/r/Minecraft/comments/1ont25/snapshot_13w42a_has_been_released/cctryvp

"type": "event" is calling another section of the sounds.json file, so for example it looks for the "tardis_hum_1" section and plays the sound found there

"type": "sound" just plays the specified sound file in the resource pack

@eccentricdevotion
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Actually putting "type": "sound" makes no custom sounds play at all. Hum preference added to plugin :)

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2 participants