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Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Tue Jan 17, 2017 08:29
by ektor
Hi, i go on github, and can't see your code, only a LICENSE and the README.md :)
What happens with your last commit 14h ago and push ?

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Tue Jan 17, 2017 09:47
by burli
It is a new repo and I didn't upload the code yet. You can find the old repo on my github accounts. It is called ambiEnce instead of ambiance. Was a typo

New code follows asap

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Tue Jan 17, 2017 13:14
by burli
Since my mod is a modpack I start with the forest mod. Currently I use the same samples for Deciduous forest and coniferous forest, but I want to have different samples for coniferous forest and snowy coniferous forest.

I only add one sample for each area and for day and night. Feel free to add as much as you want. Follow the rules in the first post

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Tue Jan 17, 2017 17:00
by Inocudom
What you have achieved here is a milestone not only for mods, but for Minetest itself. The developers of this game, Neuromancer, and VanessaE should, I hope, feel the same way.

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Tue Jan 17, 2017 19:35
by texmex
Inocudom wrote:What you have achieved here is a milestone not only for mods, but for Minetest itself. The developers of this game, Neuromancer, and VanessaE should, I hope, feel the same way.

Now I really have to try it.

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Tue Jan 17, 2017 19:42
by burli
You can have a preview of my latest update

https://www.youtube.com/watch?v=1sekjVZp_ik

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Tue Jan 17, 2017 22:48
by texmex
Great work! I'd probably reduce gain a bit but this is of course awesome regardless.

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Wed Jan 18, 2017 04:06
by Diamond knight
Idea: to distinguish biomes better maybe you can start checking for the absence of some nodes

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Wed Jan 18, 2017 05:49
by burli
Diamond knight wrote:Idea: to distinguish biomes better maybe you can start checking for the absence of some nodes

I had this idea too, but I think this is not very reliable. I hope, paramat adds a "biome at point" function soon.

Until then I will work on the parts that don't need this Function like the forests and, what I want to do next, the caves

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Wed Jan 18, 2017 11:52
by BrunoMine
This is a fantastic modpack. I look forward to it running on servers. I'll be working together to do this.

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Wed Jan 18, 2017 15:36
by burli
Add some cave ambiance. But I need more "spooky" sounds ;-)

https://youtu.be/F3gFGSrm_1g

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Wed Jan 18, 2017 15:52
by texmex
burli wrote:Add some cave ambiance. But I need more "spooky" sounds ;-)

https://youtu.be/F3gFGSrm_1g

Sounds great! I think the windy sound could be replaced with a low-pitch humming sound, because although wind may exist in caves it's more associated with, say, highlands.

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Wed Jan 18, 2017 16:11
by burli
You're right. The problem is, that sounds sound different in Minetest. It sounds more spooky if I play it on the desktop

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Thu Jan 19, 2017 10:20
by burli
Add sounds for lava, sand, desert_sand and silver_sand.

For the deserts I currently added a simple whistling wind. No difference at day/night and no extra sounds like a howling wolf

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Thu Jan 19, 2017 12:21
by texmex
burli wrote:You're right. The problem is, that sounds sound different in Minetest. It sounds more spooky if I play it on the desktop

Have you checked for audio encoding specs in MT and/or Irrlicht documentation? It could be the issue.

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Fri Jan 20, 2017 15:59
by burli
The original sounds in Minetest are odd. I decided to replace them. But it is difficult to find good samples or make them myself. So I searched for Minecraft sounds that can be used.

I found the Presence Footsteps Mod. But I don't want to ship the samples because I don't know yet which licence is used. I will make a mod that converts the samples at the first start, but you will have to download them yourself, similar to the texture pack converter for Minecraft Textures.

Here are some examples

https://youtu.be/3K53cqqAbgU

I'm not sure if I can make a mod for this because maybe I have to convert the files somehow. If it is not possible I may make a Python Script

Suggestions are welcome

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Sat Feb 11, 2017 18:41
by burli
I guess I will rewrite my ambiance mod. I'm a bit surprised about the execution time.

But I have a new idea

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
Values below show absolute/relative times spend per server step by the instrumented function.
A total of 75732 samples were taken


 instrumentation                                         |    min µs |    max µs |    avg µs | min % | max % | avg %
-------------------------------------------------------- | --------- | --------- | --------- | ----- | ----- | ------
 ambplus_forests:                                        |         0 |      1329 |         0 |   0.0 |  98.9 |   0.1
  - ABM[1] ............................................  |       359 |      1329 |       546 |   2.7 |  98.9 |  71.7
 flowers:                                                |         0 |      8198 |         6 |   0.0 |  99.8 |   0.2
  - ABM 'Mushroom spread' .............................  |         6 |        53 |        14 |   0.0 |  68.1 |  21.4
  - ABM 'Flower spread' ...............................  |       143 |      8198 |      2457 |   1.3 |  99.8 |  73.8
 ambplus_caves:                                          |         0 |     18875 |        82 |   0.0 |  99.9 |   0.7
  - ABM 'cave dripping' ...............................  |     12569 |     18875 |     13858 |  64.4 |  99.9 |  97.5
  - ABM 'cave ambiance' ...............................  |     12586 |     17576 |     13737 |  69.6 |  99.9 |  98.4
  - ABM 'cave water' ..................................  |        12 |       100 |        38 |   0.1 |  85.5 |  47.5
 ambplus_jungle:                                         |         0 |        76 |         0 |   0.0 |  76.8 |   0.1
  - ABM[1] ............................................  |         4 |        76 |        24 |   0.0 |  76.8 |  35.8
 nyancat:                                                |         0 |       166 |         0 |   0.0 |  90.7 |   0.0
  - on_generated[1] ...................................  |         1 |       166 |        17 |   4.5 |  90.7 |  36.4
 ambplus_ocean:                                          |         0 |       192 |         0 |   0.0 |  77.6 |   0.1
  - ABM[1] ............................................  |         5 |       192 |        22 |   0.0 |  77.6 |  22.9
 fire:                                                   |         0 |       656 |         4 |   0.0 |  96.9 |   5.5
  - globalstep[1] .....................................  |         1 |       656 |         4 |   0.0 |  96.9 |   6.5
 default:                                                |         5 |      2620 |        23 |   0.1 | 100.0 |  93.3
  - globalstep[1] .....................................  |         5 |      2620 |        19 |   0.1 | 100.0 |  92.6
  - ABM 'Grass spread' ................................  |        50 |       270 |        99 |   0.5 |  93.0 |  66.9
  - ABM 'Grass covered' ...............................  |       453 |      1842 |       631 |   3.7 |  98.9 |  73.5
-------------------------------------------------------- | --------- | --------- | --------- | ----- | ----- | ------
 total:                                                  |         5 |     22098 |       117 | 100.0 | 100.0 | 100.0

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Sat Feb 18, 2017 17:10
by Andrey01
When i installed the mod i was getting a error:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
Lua:Runtime error from mod 'ambplus_caves' in callback LuaABM::trigger(): ...rator/.minetest/mods/ambianceplus/ambplus_caves/init.lua:21: attempt to index local 'ppos' (a nil value) stack traceback:
 ...rator/.minetest/mods/ambianceplus/ambplus_caves/init.lua:21: in function <.
 ...rator/.minetest/mods/ambianceplus/ambplus_caves/init.lua:10>

Re: [modpack] Ambiance Sounds [ambianceplus][wip]

PostPosted: Sat Feb 18, 2017 19:05
by burli
Andrey01 wrote:When i installed the mod i was getting a error:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
Lua:Runtime error from mod 'ambplus_caves' in callback LuaABM::trigger(): ...rator/.minetest/mods/ambianceplus/ambplus_caves/init.lua:21: attempt to index local 'ppos' (a nil value) stack traceback:
 ...rator/.minetest/mods/ambianceplus/ambplus_caves/init.lua:21: in function <.
 ...rator/.minetest/mods/ambianceplus/ambplus_caves/init.lua:10>


Doesn't really makes sense. There should always be a player. Maybe try this for a quick fix. Have not much time to take a closer look

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
   if ppos.y > 0 or not ppos then


Tell me if the same error appears then in other mods