flux reports: add the new balrog sounds to a ... #3230
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/petz
3. source/testserver
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/QA main
4. step/QA NOK
4. step/QA OK
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#3230
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
flux reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
i think they should only trigger when you're deep underground or in the nether, but that's up for discussion
so apparently the random mob sounds are triggered as
ambience_music
? but the files aren't in the ambience mod itself? @AliasAlreadyTaken are those stored in a repo somewhere?I didn't change anything on the ambience mod, as far as I know it takes the sounds already present in other mods.
There is no separate repo for ambience sounds, but there is a texturepack repo. We could add non-texture media files there.
https://gitea.your-land.de/your-land/yl_texturepack
Without looking at the code, if I had to guess, I'd bet they are hardcoded. mobs and ambience are both by TenPlus1
i've looked at the code several times, i couldn't find any obvious source of the monster noises, in ambience, in mobs_redo, anywhere. what i do know, is that they aren't played as a server-wide sound - there's individual calls for every connected player. i'm not 100% certain the
ambience_music
soundspec is actually the culprit, it's just the only thing that showed up in my log.so, per #6299, i've discovered that the "ambient mob sounds" are not actually coming from ambience, but a bug in the engine triggered most often by mobs_redo (for unknown reasons).
that might be fixed with the 5.8.0 update though.
do we instead want to add mob sounds to ambience ourselves?
Now that we are way beyond 5.8.0, I think this is no longer blocked by 5.8.0 and should be treated as a normal issue. That's why I remove it from 5.8.0 milestone
Regarding the question: No, the sounds are not in the repo as far as I can tell. They are taken from elsewhere, from the originating mods.
It was pretty funny when whole server would hear some scary mob sound and freak out...
But I think the mob sounds are an important gameplay clue: you heard a scary mob? - Run away. etc.
Or, imagine you want to tame a kitty. You arrive in the dense Kitty Jungle and start searching for it. You hear a kitty, you run towards the sound - there's nothing. You hear another - nothing again.
People should hear mob sounds only when there are actual mobs around. Using sounds of things that are not in the game, but are expected in the environment is fine - we don't have cricket mobs, but we can have cricket sounds, etc.
The correct way to provide "environment mob sounds" is to spawn actual mobs in correct environments and let them make sounds.