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Sound Physics Perfected

Sound Physics Perfected

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Last update

2 weeks ago

Versions

1.20 — 1.21.8
Client
Fabric
Neoforge
Utils
Addons

A Ray Traced audio implementation in Minecraft by RedDev (me). This is dissimilar to Sound Physics mod because the raycasting is cast from player rather than sound sources (which is theoretically more optimized). Reverb is as accurate as possible using OpenAL. Mod is developed based on the framework discussed in the video A First look at Ray Traced Audio by Vercidium.

tl;dr cool ray traced audio weooooow.

Explanation Video
1.4 Update Video

full devlog process: Playlist

note that there is an issue tracker for bug fixes / if you want a feature. please only join the discord if you wanna hang out or have an issue with the mod that ISN'T a bug.

Config Options int raysCast = 200; -> More rays to find sound sources (increase if you want more accuracy) int raysBounced = 3; -> Increasing means help finding things further away, however increasing will increase reverb significantly. boolean reverbEnabled = true; -> Same as below boolean permeationEnabled = true; -> Exactly what it sounds like int maxRayLength = 4; -> Max length of rays (in chunks) float SoundMult = 1; -> Minecraft sound distnace int tickRate = 2; -> tick sound sources every 2 game ticks RedsAttenuationType attenuationType = RedsAttenuationType.INVERSE_SQUARE; -> other option is RedsAttenuationType.LINEAR double permeationStepSize = 0.01; -> Accuracy of Permeation calculation, if your computer is lagging, turn this value up, 1 being a full block. there are new reverb config stuff, but they tend to be more technical, change at your own risk.