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

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TenPlus1
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Re: [Mod] Immersive Sounds [.36] [ambience]

by TenPlus1 » Post

kaadmy: my ambiance lite checks a 6 block radius around player and has a counter to check for nodes using voxelmanip for speed, just add new counters for leaves and grass and add if statements for the sounds you need to change.

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

by kaadmy » Post

I wanted mine to be very configurable; I also had the problem that you can't have 3d sounds played to a single player.
I had to check for nearby players, too.
Never paint white stripes on roads near Zebra crossings.

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

by Hybrid Dog » Post

kaadmy wrote:I wanted mine to be very configurable; I also had the problem that you can't have 3d sounds played to a single player.
I had to check for nearby players, too.
What do you mean by 3d sounds?

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

by kaadmy » Post

Spatial sounds, so it's directional and works with a stereo speaker setup.
When you're farther from the sound, it fades out.
Never paint white stripes on roads near Zebra crossings.

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

by Casimir » Post

Some time ago I was working on an ambiance mod. It would just have a list of nodes and sounds (plus some more definitions), then for every player randomly get a node near by and play the linked sound on that position.

Just pushed it to github: https://github.com/CasimirKaPazi/areasound

Also with the option to disable catchup, couldn't we just use ABMs?

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

by kaadmy » Post

@Casimir: what's the sound licenses? I haven't tried them, but they might sound better to replace the ones in my mod.
Never paint white stripes on roads near Zebra crossings.

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

by Casimir » Post

Those are just placeholders, taken from ambience and the default game. So in both cases probably cc-by-sa.

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

by kaadmy » Post

Ah, I'd prefer CC0/WTFPL for them, or in fact anything compatible with Minetest's licencing.
Edit: I know that minetest_game's license allows CC-BY-SA.
Last edited by kaadmy on Sun Dec 20, 2015 16:38, edited 1 time in total.
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Re: [Mod] Immersive Sounds [.36] [ambience]

by Casimir » Post

kaadmy wrote:or in fact anything compatible with Minetest's licencing
Um...

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

by kaadmy » Post

I know, most of MT's assets are already CC-BY-SA, I wasn't trying to imply they're incompatible with MT's license.
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Re: [Mod] Immersive Sounds [.36] [ambience]

by burli » Post

Just an idea: I like to have different playlists for day, night and underground. Is that possible?

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

by TenPlus1 » Post

Ambience Redo 0.7 released:

- Tweaked code for performance
- Added jungle sounds for night and day time

https://github.com/tenplus1/ambience

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

by Caerulean » Post

Still hoping for a version without music, or with music that can don't have commercial restrictions. :3

freemusicarchive.org has a huge collection of free music, and those under Attribution (share-alike, derivative) licenses can be used without commercial restrictions. I still have yet to find such that have the same color and vibe as Amethystium music though.

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

by TenPlus1 » Post

Caerulean: Click the link above your post, my Ambience Redo has no music and is server friendly in size and speed.

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

by Caerulean » Post

TenPlus1 wrote:Caerulean: Click the link above your post, my Ambience Redo has no music and is server friendly in size and speed.
Oh, thank you!

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

by BrunoMine » Post

This project is discontinued?
There are several issues on github.

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

by Inocudom » Post

BrunoMine wrote:This project is discontinued?
There are several issues on github.
Where this project has died, another has thrived:
viewtopic.php?f=9&t=14814

Of course, there is also the link that TenPlus1 provided a few posts above (leads to Ambience Redo.)

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

by Neuromancer » Post

Inocudom wrote:
BrunoMine wrote:This project is discontinued?
There are several issues on github.
Where this project has died, another has thrived:
viewtopic.php?f=9&t=14814

Of course, there is also the link that TenPlus1 provided a few posts above (leads to Ambience Redo.)
I actually enjoy installing both this mod and the one you mention at the same time. It really adds depth. They compliment each other quite nicely.

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

by burli » Post

My mod is highly wip. So expect some bugs and odd behaviours. Feel free to report anything you noticed

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

by TenPlus1 » Post

Ambience Redo 0.9 released:

- Music plays at midnight and is loaded from server or local client (not included)
- "ambience_music.01.ogg" "ambience_music.02.ogg" etc. in mod sound folder or .minetest/sounds for client.

https://github.com/tenplus1/ambience

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

by TenPlus1 » Post

Ambience Redo updated to version 1.1:

- Snow and Ice biomes have wind and ice cracking sounds added
- Now uses newer 0.4.16 functions
- Has PlayerPlus compabitility
- Removed fire sound files to use local versions (giving a smaller mod size)
- Flowing Water and Lava have multiple volumes depending on count

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

by Caerulean » Post

Link, please? :) It says 'page not found'.

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

by TenPlus1 » Post

Oops, moved to notabug.org for git hosting :) here's the new link:

https://notabug.org/tenplus1/ambience

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

by Caerulean » Post

Thanks!

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[Mod] Ambience Lite 1.13 [ambience]

by TenPlus1 » Post

Updated to version 1.13:

- Added API so that mods can add their own sound sets.
- Reworked code

https://notabug.org/TenPlus1/ambience

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