#[1.21.3] Progressive Block Breaking Sounds [CLIENT]
249 messages · Page 1 of 1 (latest)
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Ping me in a few days to remind me to look at where the block breaking sound is played. I’m too busy right now, but now I’m curious.
im interested, ill look into it
Alright
@frosty dock, the block breaking sound shall be emitted from the block itself, just modified to my idea.
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@frosty dock, still up to doing this?
Sorry I didn’t get to this yet; I’ll look at it tonight. I’ve been pretty busy.
Oh, ok.
Notes:
MultiPlayerGameMode.continueDestroyBlock
SoundType.getHitSound
Any ideas for a short name for this mod?
It looks like this wouldn't be that bad; it might only be a single mixin! However, to create the project, I'd need a name for the mod. Any suggestions?
Whoops, forgot to ping.
"Pitch Progress" might work. It's not particularly catchy, though.
Are you going to publish the future .jar?
More mod name suggestions from the top of my head:
No.2: Pitchy Break
No.3: Sound King
No.4: Sound Status
I was planning to, yes, just in case it would be useful for someone else.
How about "Indicative Pitch"? It's not particularly creative, but it's the best I can come up with.
Alright, that shall do.
Oh, hang on. I need to make sure this isn't technically classified as a cheat.
Oh alright.
The response was that I should ask you what you plan to use this for.
So, what do you plan to use this for?
Honestly, this was just a random idea that I liked that I came up with at the top of my head. I just like little QOL related things.
I'm basically done by now. I just need to do some testing. Easiest mod I've ever made, that's for sure.
Oh, wait. 1.21.3.
I'll need to roll back the version a bit, but that shouldn't be a problem at all.
I doubt anything drastic changed regarding this.
Famous last words
Very true.
But, the entire mod is one mixin.
Hmm... I wonder what happens when you give it a negative pitch?
Now I just want to find out.
Apparently, not much happens.
And that would be why.
private float calculatePitch(SoundInstance soundInstance) {
return Mth.clamp(soundInstance.getPitch(), 0.5F, 2.0F);
}
I'm not touching that because I'd probably break stuff.
Come on... Where is your sense of cursed?
You have indeed pinged me 🙂
lol
On hiatus. On that topic, is it possible to compile a mod on an earlier version and have it work on later ones?
Because this works perfectly well back to at least 1.20.1.
Like intermediary and everything?
Just mark fmj compatible
Assuming java version also is
!!java
Also, what syntax does the fabric.mod.json use for version ranges?
And array is and
Wait, wouldn't I need to use the highest common version?
Edit: never mind, it's currently well after midnight.
Let me just grab you the spec
It's confusing, but reasonable
And is in one string
Or is array
So put two predicates in one string, separated by a space
minecraft: ">=1.20.1 <=1.21.4"
java:">=17"
And be sure to build against java 17
How would I change that in IntelliJ, by the way?
Otherwise you'll get class files that are too new for the 17 jvm
Between the two settings panes
There is one under build and deployment
Gradle
And there is one under project settings somewhere
And then you also need to change the two specified in build.gradle edit:two
Okay, let's see if this works. Reloading Gradle...
Oh, I also need to change the one in the mixins file.
Forgot that one
Huh.
I must have messed something up, but I'm not sure what.
Other than that, though, works fine on 1.18!
Any idea what I might have done wrong?
There is this in the log: Class path entries reference missing files: C:\Users\*****\Documents\GitHub\indicative-pitch\build\classes\java\main - the game may not load properly!
I have no clue, but I've seen it in some fail somewhere
I would assume that's just one small snippet of the bigger problem. Idk
Ah well, I don't really care about 1.18 much anyways.
1.20.1 should be fine. Now, to see if that works still...
Much better.
Peter Griffin!?
I have no idea who that is, it's just the splash text.
I've finished the mod. It should be compatible with versions 1.20.1 through 1.21.5.
Thanks for the help, The·Why·Even·How, as always.
Should I just upload it here, or would you rather it be checked by CurseForge and/or Modrinth first?
I still need to create a logo for it, so I won't upload it to CurseForge/Modrinth tonight; I can probably do that tomorrow if I don't forget.
-# I should have time to incessantly ping you every 10 minutes /j
Was I pinging you too much or something? Sorry.
Oh no
I only get visual pings for discord, not haptic or auditory
If I'm looking, I meant to see it. If not, it can wait until I look
@frosty dock, it will be alright if you could upload it to Modrinth. Ik it will take some time for the logo. Also, what is your Modrinth U.N (user name)?
I'll send the link to the page when it's uploaded and approved (probably early next week).
My username is startraveler.
How's this for the logo?
This feels so wrong for some reason.
imagine if you fixed the 1.18 bug lol
Yeah, that would be even crazier.
Well, it's submitted for review on CurseForge and Modrinth.
That logo is perfect, nice @frosty dock!
Very creative with the music note
I'll let you know when it's up, though it'll probably be a while.
how can the jar use both java 17 and java 21 versions?
It was compiled with Java 17, which means it also works on Java 21.
I tested it, it works.
(At least, it should. Please try to prove me wrong.)
huh. interesting.
The mod is up! (on CurseForge, Modrinth will take a little while longer)
https://www.curseforge.com/minecraft/mc-mods/indicative-pitch
If you get a chance to play around with it, let me know what you think!
Alright, thanks!
Ok, so I tried out the mod, and it works very nicely! But there is one thing... ...My initial expectation for the mod was for the block breaking sound to start at a pitch of 0.0 (lowest). Currn tly, it plays the normal sound pitch when starting to break a block. Is it ok if you add this?
@frosty dock
Unfortunately, that is literally the lowest pitch it can play. I was disappointed about that as well.
-# stupid vanilla
I thought I'd sent a message about that, let me see if I can find it.
I understand. Ok. Thanks anyways! The mod still rocks!
Ah, here.
For some reason, vanilla clamps the sound between 0.5 and 2.0.
I don't want to change this, because there may be vanilla (or other mod!) behavior depending on it.
k
The best solution I can think of is to create my own SoundInstance class, mixin to play that one instead, and then mixin to calculatePitch to detect my custom class.
Hmm.. alr
Also, when the block breaks, its pitch is default. Is this also a factor of the vanilla limitation?
Oh, did you want that to change too? I didn't realize.
I thought you just wanted the breaking tone to shift.
Yeah, it would be great for the pitch to be affected for the breaking sound, too. I beleive the mining sound pitch change will be more noticable because of the original vanilla limitation of the mining sound, with the destroyed block pitch changed.
The thing is, the sound when the block finishes breaking will always be higher pitched - is that what you want?
I feel like that might get annoying.
Yes, that is what I want. If you feel like it will get annoying for other users, you can just upload the jar here if you want.
Sorry - haven't worked on it yet. I've been trying to finish up a port for a different mod today. I'll see if I can get this done tonight.
-# ... 3 Hours later
Verdant for 1.2?
No, Bear Minimum for 1.19.2.
I'd missed that it got that name lol
It's done shockingly well so far; I guess I got lucky this time. We'll have to see if it continues past this initial popularity surge.
You're gonna make that $0.15 in modrinth money
I'm not exactly in this for the money... which is good, since I won't be getting that much!
Hey, @frosty dock, do you think you can get the mod done today?
I'm looking into it. It's turning out to be more complicated than I thought, and I've had a lot of real-life commitments. At this point, I'd just recommend being patient - I'll get it done as soon as I can, but real-life stuff (like the robot that needs to be built by next Wednesday) has to come first.
Ok, sorry. I will be patient and only await your message.
I think I've added a mixin to the right place. I've submitted the file to CurseForge. Hopefully this doesn't break; I haven't had time to test it on all versions yet.
(And also to Modrinth, but there's little hope of that being finished reviewing anytime soon as even the initial file hasn't finished.)
Let me know if this version functions to your satisfaction.
Well, that was quick; it's already approved. There are clearly benefits to the mod being ridiculously tiny.
Yeah lol
Also, let me know if there are any other features you want so I can work on them if I have time. I don't know if I can predict when I will have time.
Alright, will maybe think of some.
Ok, so v1.1.0 crashed - just to report...
Do you have a crash report?
I will provide you with one soon.
Sorry for not responding sooner, by the way.
oh its ok
Hey, maybe I can get this fixed tonight. That would be great.
I might not be able to, depending on how complicated it is.
Here:
Great, I'll take a look.
That's what I expected. I didn't fully test this, since you were in a hurry, so I apparently made a faulty assumption.
For now I'll use a more targeted version; it won't be compatible over as wide a range as the other one was.
This will be quicker.
I really don't want to hurry you; please take your time.
Ugh, now I have to figure out how to change the Java version back again.
Done, I think.
Let me know if this one crashes.
Alright. Thanks!
Hopefully CurseForge reviews this one as quickly as it did the last one.
Honestly, the change that broke the older version is one I'm perfectly fine with... before 1.21.2, level events such as block breaking were handled in the renderer, of all places!
And it did. CurseForge is up. Modrinth... still pending.
Alright, I will check it out!
It will still be pending when the fabric community prs get approved
It might still be pending when Silksong releases.
-# That's a lot less dramatic of a claim now than it was a few weeks ago.
MOD WORKS ✅ - THANK YOU!
Awesome!
Suggestion: what if I made blocks that you break in a single hit not have their break sound be amplified?
Hmm... that seems like an interesting idea. Ok, go for it if you'd like, I am already very satisfied.
Thanks anyways!
Uploaded a new version with that change to CurseForge. You're under no obligation to try it out; I'm just playing around to see what I like best at the moment. This whole project is a really cool idea; thank you for suggesting it to begin with.
(I'm also signing off for the evening)
Oh, thank you!
Yo... Soo, @frosty dock, I just had another mod idea.... ..like just random, but related to this mod's nechanics in a way...
Fire away.
So, when you start to mine a block, an action bar message appears (formatted in a cool color), that shows how many minutes and seconds are left until you will break the block (estimated). Action bar format: "Mining <block> | Breaks in: XXmin XXs".
Yeah
Perhaps a ding sound plays onc e you have broken a long-to breack block like obsidian, etc
Once the block is broken, the action bar turns green, and says: "Broken <block>!"
So, this is just an idea that popped out of my head, just want to contribute to the community, no hurries.
Hmm… while that would be doable, I honestly think that would get really annoying. Imagine the message spam if you were mining through weaker blocks like dirt and stone!
hmm good point
It would also take up a decent bit of prime real estate on the screen.
Maybe it could only show the message for blocks harder than bedrock?
Bedrock?
Last I checked…
Barrier blocks have a harder blast res or no...
Are there any operator blocks harder in terms of blast res than bedrock...?
I have no idea. I don’t think you can even break bedrock with explosions.
You theoretically cant, just not modded ones
You need an insane explosion
I think an explosion of that size would also take out the fourth wall and cause my computer to melt into slag.
I cant say no
OOOH
I have another idea.
This one will leverage the recource pack loading bar
If you look at an entity, the bar's value will be based on the hp of the entity'
can be toggled with /togglehpbar
idk
So it sets the boss bar to whatever you’re looking at?
Cant you have multiple bars
Actualy, I meant the recource pack loadin bar, but since you mentioned it, yes, a Boss ba4r should be nice.The title of the bar should be: "<Entity> | HP: X.X". Color of bossbar: white.
I have never seen a client-sided boss bar before for hp tracking
Is this possible?
It is kind of a bad idea imo. If you have access to the rendering why use a bossbar? Just place the bar dynamically over the enemy
Yeah, I know; I just have seen a lot of thos types with 3-d rendering, but I just thought a boss bar would be cool.
So, @frosty dock, how do you feel about this idea?
I don’t know. It’s a very cool idea, and could probably even be purely server-side since boss bars are a vanilla feature. However, there’s already mods like Jade that show you the health of things you’re looking at. I don’t know if I could do a better job than they did.
Understood. How hard do you think it will be to use the vanilla bar on the CLIENT side?
I haven’t got a clue, sorry.
Ok.
Thought you might be interested to know - the mod is now available on Modrinth.
(It sure took long enough)
Ok lol
Hey, @frosty dock is it ok if you provide credit to "@solemn bear on Discord" on Modrinth for this mod idea (maybe for curseforge, too)?
I could do that.
Oh ok that would be great, thanks
Done.
Alright, thanks!
Yooo, @frosty dock... its been a long time, and I'm wondering if you still mod. So if you do and have the desire and time to, can you make a version for entities? So the mod works like this: as an entity's hp gets lower, its damage sound pitch gets higher, simple. That's all I wanted to say. Hope you're doing well.