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

User avatar
TenPlus1
Member
 
Posts: 2404
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

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

by TenPlus1 » Fri Mar 06, 2015 09:26

Ambiance Redo 0.5 released with code changes, smaller sound files thanks to Kilbith and some timing changes...

https://github.com/tenplus1/ambience
 

sofar
Developer
 
Posts: 1747
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar
 

dannyplaysminetest
Member
 
Posts: 37
Joined: Sun Jun 28, 2015 19:20
In-game: Danny

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

by dannyplaysminetest » Fri Jul 03, 2015 18:59

Thanks for this awesome Mod, this one makes the Gaming experience for MT complete!
i downloaded : Immersive Sounds Mod .36 Full version with music.
i only removed the Bats in Cave.ogg file and that loud Seagull.ogg file, other than that it´s a realy nice Mod with a perfect choice (selection) of relaxing music. And loading it does not take that long at all, i removed a lot of Mods and installed this Mod again maybe that did it... I also like the fact you guys and girls added that Earth sound effect when inside the Nether (or deep underground in a cave) you can hear the earth rumble like a vulcano is about to explode, gets me into a slight state of panic and hurry when visiting those places, take what you need and get the h3ll out! lol realy cool, Thanks! ^_^
 

User avatar
benrob0329
Member
 
Posts: 1238
Joined: Thu Aug 06, 2015 22:39
Location: Michigan
GitHub: Benrob0329
IRC: benrob0329
In-game: benrob03

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

by benrob0329 » Fri Aug 14, 2015 13:10

This is an awesome mod :P
Actually, I have it on a personal server, it slows it down, but not that bad!

Could someone please make a version of this that, instead of being lightweight because of lacking music, being lightweight because of lacking sound FX?
 

User avatar
TenPlus1
Member
 
Posts: 2404
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

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

by TenPlus1 » Fri Aug 14, 2015 19:45

Here is the lite version I use on Xanadu server which uses voxelmanip to speed up everything:

Try this: https://github.com/tenplus1/ambience
Last edited by TenPlus1 on Fri Oct 09, 2015 07:57, edited 1 time in total.
 

Minerz
Member
 
Posts: 121
Joined: Fri Aug 28, 2015 13:55
GitHub: Minerz
IRC: Minerz
In-game: MinerMan

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

by Minerz » Fri Sep 18, 2015 21:16

Wow, I know this a a year-old topic, but nice sounds!
 

Minerz
Member
 
Posts: 121
Joined: Fri Aug 28, 2015 13:55
GitHub: Minerz
IRC: Minerz
In-game: MinerMan
 

User avatar
Caerulean
Member
 
Posts: 67
Joined: Wed Apr 22, 2015 16:20
In-game: Caerulean

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

by Caerulean » Fri Oct 02, 2015 04:48

Awesome mod. :) I will make use of this instead of putting music (which are usually too loud) in my future videos.
 

User avatar
Caerulean
Member
 
Posts: 67
Joined: Wed Apr 22, 2015 16:20
In-game: Caerulean

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

by Caerulean » Mon Oct 05, 2015 06:49

Huh, apparently one can't have the music in videos without receiving copyright claims. Still an awesome mod. Just wanted to mention that. Anyway, is there a stable version of this without the music?
 

User avatar
Nathan.S
Member
 
Posts: 804
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

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

by Nathan.S » Mon Oct 05, 2015 11:57

You could probably just delete the music files and outside of getting some missing file errors everything would probably work.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

Ivà
Member
 
Posts: 115
Joined: Sun Feb 22, 2015 07:11
Location: Catalonia
GitHub: melzua
IRC: melzua
In-game: melzua

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

by Ivà » Mon Oct 05, 2015 12:29

Caerulean wrote:Huh, apparently one can't have the music in videos without receiving copyright claims. Still an awesome mod. Just wanted to mention that. Anyway, is there a stable version of this without the music?


If you read the first post of this thread you'll find light versions that don't have music.
 

User avatar
trev
Member
 
Posts: 43
Joined: Fri Sep 26, 2014 16:49
In-game: trev

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

by trev » Thu Oct 08, 2015 20:10

Absolutely amazing! No other words. Totally revolutionizes the server.
Do what you love, and you will love what you do! :)
 

User avatar
Fixer
Member
 
Posts: 866
Joined: Sun Jul 31, 2011 11:23
Location: Ukraine
IRC: Fixer
In-game: Fixer

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

by Fixer » Tue Dec 15, 2015 23:48

This mod is simple as a brick and does the job, wonder if it is possible to play more sounds at one time and mix them differently depending on a situation, maybe even changing the volume.
What I don't like in its design is this: for example you go to fire node, it plays, but you walked away fast, but volume is not corrected, it feels unnatural. Point sources should be treated differently (if possible). Or maybe it is not the mod problem actually, fix me please.

This mod needs improving :}
 

User avatar
benrob0329
Member
 
Posts: 1238
Joined: Thu Aug 06, 2015 22:39
Location: Michigan
GitHub: Benrob0329
IRC: benrob0329
In-game: benrob03

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

by benrob0329 » Wed Dec 16, 2015 06:10

I think that this mod should handle music, and that nodes should play sounds themselves.
 

User avatar
kaadmy
Member
 
Posts: 701
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD

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

by kaadmy » Wed Dec 16, 2015 15:53

Nodes playing the actual sound would be really nice :)
/me starts writing an ambiance mod that handles ^
Never paint white stripes on roads near Zebra crossings.

Pixture
 

User avatar
kaadmy
Member
 
Posts: 701
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD
 

User avatar
benrob0329
Member
 
Posts: 1238
Joined: Thu Aug 06, 2015 22:39
Location: Michigan
GitHub: Benrob0329
IRC: benrob0329
In-game: benrob03

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

by benrob0329 » Wed Dec 16, 2015 19:22

Cool!

Maybe I'll get around to editing this mod and make it so that it only plays music, and exchange it for some CC music.

I wonder if any of ForeverBound's music would work....
 

User avatar
kaadmy
Member
 
Posts: 701
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD

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

by kaadmy » Wed Dec 16, 2015 20:15

IMO music should depend on situation or be triggered by interaction, like the music players in Pixture.
Music would feel wrong if was positional.
Never paint white stripes on roads near Zebra crossings.

Pixture
 

sofar
Developer
 
Posts: 1747
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

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

by sofar » Wed Dec 16, 2015 20:43

benrob0329 wrote:Maybe I'll get around to editing this mod and make it so that it only plays music, and exchange it for some CC music.


The music in here already is CC-BY, see the license file.

https://github.com/Neuromancer56/Minete ... censes.txt
 

User avatar
benrob0329
Member
 
Posts: 1238
Joined: Thu Aug 06, 2015 22:39
Location: Michigan
GitHub: Benrob0329
IRC: benrob0329
In-game: benrob03

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

by benrob0329 » Wed Dec 16, 2015 21:02

Code: Select all
--------------Music Lic:
Amethystium:
--Avalon
--Ethereal
--Faraway
--Strangely Beautiful
Used with kind permission from Øystein Ramfjord / AM.mu Records


That's CC?
 

sofar
Developer
 
Posts: 1747
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

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

by sofar » Thu Dec 17, 2015 02:30

benrob0329 wrote:
Code: Select all
Used with kind permission from Øystein Ramfjord / AM.mu Records


That's CC?


shrug, not like it would be hard to fix that.
 

User avatar
Neuromancer
Member
 
Posts: 794
Joined: Tue Jun 12, 2012 22:28
GitHub: Neuromancer56

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

by Neuromancer » Thu Dec 17, 2015 02:48


I like the concept, but am wondering if you are considering taking all the sounds of the original mod and making them positional. It sounds like you only did this for 1 bird sound and crickets.
 

User avatar
TenPlus1
Member
 
Posts: 2404
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

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

by TenPlus1 » Thu Dec 17, 2015 20:34

Doing this for every sound in the original ambiance set will cause a lot of area checking and probably lagg unless done another way.
 

User avatar
rubenwardy
Moderator
 
Posts: 5499
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

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

by rubenwardy » Thu Dec 17, 2015 21:06

This should be done client side anyway. It's hard to make a satisfactory server side mod.
 

User avatar
kaadmy
Member
 
Posts: 701
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD

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

by kaadmy » Thu Dec 17, 2015 21:13

Yeah. My mod probably sucks up CPU, but works for now, I'll optimize it now..
Never paint white stripes on roads near Zebra crossings.

Pixture
 

PreviousNext

Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 15 guests