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

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

by TenPlus1 » Thu Dec 17, 2015 21:42

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 » Thu Dec 17, 2015 21:49

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

by Hybrid Dog » Fri Dec 18, 2015 14:06

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 » Fri Dec 18, 2015 19:39

Spatial sounds, so it's directional and works with a stereo speaker setup.
When you're farther from the sound, it fades out.
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Re: [Mod] Immersive Sounds [.36] [ambience]

by Casimir » Sat Dec 19, 2015 03:33

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 » Sat Dec 19, 2015 04:59

@Casimir: what's the sound licenses? I haven't tried them, but they might sound better to replace the ones in my mod.
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Re: [Mod] Immersive Sounds [.36] [ambience]

by Casimir » Sat Dec 19, 2015 16:38

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 » Sat Dec 19, 2015 19:47

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 » Sun Dec 20, 2015 10:06

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

Um...
 

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

by kaadmy » Sun Dec 20, 2015 16:37

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 » Wed Mar 30, 2016 19:15

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 » Mon Jun 06, 2016 09:45

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 » Sun Jun 19, 2016 13:38

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 » Sun Jun 19, 2016 19:57

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 » Thu Jun 23, 2016 02:04

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 Inocudom » Tue Jan 17, 2017 17:06

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

Where this project has died, another has thrived:
https://forum.minetest.net/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 » Sat Jan 21, 2017 13:46

Inocudom wrote:
BrunoMine wrote:This project is discontinued?
There are several issues on github.

Where this project has died, another has thrived:
https://forum.minetest.net/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 » Sat Jan 21, 2017 14:12

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 » Thu Jul 06, 2017 11:37

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 » Sat Mar 24, 2018 10:46

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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[Mod] Ambience Lite 1.13 [ambience]

by TenPlus1 » Thu Aug 30, 2018 14:14

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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