Sound Physics Remastered Reverb Showcase

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this feels like a hidden boss or update trailer and i love it

vinson_
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is there a way to edit the room size? I love the ambience in my larger cave areas but it is a bit jarring to have cavernous echo inside of a house

Rooftopaccessorizer
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You are goat, thanks for making simple voice chat, this, and also for providing a API. I also want to integrate my mod with simple voice chat

gamingdude
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cool! some people could record their own fanmade broken music discs with this.

HurricaneBeryl
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Wish this was more popular, it's so nice

wigwagstudios
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One of the best mods, but its really performance heavy

Kubistonek
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Cool!
What about walking though?

A similar mod to this one, for an earlier version, had that feature.
Walking sounds on different blocks echo, if under a roof, etc.

Edaryion
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jesus, that is scary. With this mod Minecraft is an actual horror game

gaynzz
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i use this mod and its amazing props to yall for making it

TheTrueAllan
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Nice. Could you elaborate on how different this mod is in comparison to 'dynamic-sound-filters'? Thank you.

monowavy
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Heyyy pookie :3 saw that you updated this to 1.20.2, just wanted to let you know…

“You smart, you loyal, you grateful… I appreciate you.”

soapy
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does it work with other sound mods/resourcepacks or only vanilla sounds?

mossy_is_inlove
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Is this entirely client side or do I need to install it on the server aswell?

PinguinKeks
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No wonder you haven’t updated this mod, youve got DOZENS that you work on 😂

soapy
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I love this mod! ❤ I've used it in the past with Minecraft 1.18.3. Do you have a version for Minecraft 1.19.2 that's compatible with Create? for some reason I can't get it to work 😭

GwennieVT
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Out of curiosity, may I ask on why the mod won't be updated for 1.16.5? Also do you know any alternatives that works with Simple Voice Chat?

Glycer
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Maybe something broke during install on my end but isn't the occlusion/muffling too aggressive?

I swear I'm on defaults- A ghast can fly behind a tiny tiny pillar of like three or even one block thickness in a huge open area and you'd never know it's there until it jumpscares you? Same goes for the Warden, if he's just behind a single 1 block wall you can't hear anything from him, which is silly since he can both smell you and hear vibrations of the player through those walls? Hearing where from enemies are in minecraft is so vital, I'd prefer if muffling wasn't a boolean shut-off.

I tried to adjust the settings for hours but no matter what combination of values I try it never really works that well. I can get sounds to start piercing blocks a bit like I want (though I can't seem to get it to behave any different depending on thickness, it seems to always be a boolean muffled/notmuffled with only the strength of it changing) But once sounds starts to pierce and behave good in close distances I'll suddenly hear monsters from bedrock level *echo* all the way to the surface? Meanwhile if they're *not* enclosed in a cave where they won't echo the sound dies out as expected.

Is it even possible to adjust for my desired behaviour correctly? To have sound travel through blocks a lot easier with expected vanilla distances without random echoes of the whole loaded world being audible?

userx
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Which shader are you using in this video?

JTC
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Does this take away any preformance? I would think not but I'm not sure if detecting the area for the correct sound would take away some preformance.

mefor
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is it possible to just cache some path traces to prevent having to draw again within a distance and is it possible to move the position of the sound based on bounce? for me i still feel the position of the object actual direction when very far and turned bounce up more but i should be feeling it going from the closest pathway too it that's visible instead as this more satisfying, accurate and with cached path piecing you may no have to draw the full ray but could recalculate the number of bounces instead off redraw a full ray.

JimBimBum
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