Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

1.7.10 Support #9

Open
JAD3N opened this issue Jun 20, 2017 · 7 comments
Open

1.7.10 Support #9

JAD3N opened this issue Jun 20, 2017 · 7 comments

Comments

@JAD3N
Copy link

JAD3N commented Jun 20, 2017

I think it might be a good idea to consider supporting a vast majority of versions including 1.7.10 and perhaps have them on separate branches?

@daipenger
Copy link
Owner

1.7.10, maybe. All other versions prior to 1.7.10: No, too old. All other versions after 1.7.10: No, only a subset of 1.12. People have to move on.

Wait until I have found the cause of the bug with stereo sound files, though.

@JAD3N
Copy link
Author

JAD3N commented Jun 20, 2017

Wasn't the issue that the original files are mono?

@daipenger
Copy link
Owner

No, the other way around. See #8 for that.

I currently do not see anything that goes wrong in the code. All filters are set up how they should be. But I also do not understand EFX in detail and cannot properly debug it. There is this huge http://kcat.strangesoft.net/misc-downloads/Effects%20Extension%20Guide.pdf documentation about EFX, but I do not have the time to read that.
I guess I will have to deactivate filter after filter and try to narrow down the cause.

@JAD3N
Copy link
Author

JAD3N commented Jun 20, 2017

Have you got a sample resource pack I can use to debug also?

@daipenger
Copy link
Owner

daipenger commented Jun 20, 2017

Just use the default ressource pack.
Set up a dispenser and let it dispense nothing. (Sound name: minecraft:block.dispenser.fail) That's one of default stereo sounds.

My current debugging is a bit strange: I disabled the modified soundDistanceAllowance and stuff like global volume multiplier. You can definitely hear that sound cuts off with the default distance.
The mod also does not seem to directly affect volume: All filters work properly and only muffle sound due to raytracing results. There is something going wrong in SoundManager.playSound with determining the sound volume. However, the master volume setting of the game still works (which is done at the same spot)!

EDIT: Disabling the patching of atteniationModel and globalRolloffFactor in SoundSystem.newSource is the culprit!
Found some documentation in SoundSystemConfig:
/**

  • Global identifier for rolloff attenuation. Rolloff attenuation is a
  • realistic attenuation model, which uses a rolloff factor to determine how
  • quickly a source fades with distance. A smaller rolloff factor will fade at
  • a further distance, and a rolloff factor of 0 will never fade. **NOTE: In
  • OpenAL, rolloff attenuation only works for monotone sounds.**
    */

Yeah... Seems like we have to go back to linear rolloff. That is obviously the minecraft default and known to work.

@JAD3N
Copy link
Author

JAD3N commented Jun 20, 2017

I'm going to start work on the 1.7.10 branch.

@JAD3N JAD3N changed the title Per-version Support 1.7.10 Support Jun 20, 2017
daipenger pushed a commit that referenced this issue Jun 20, 2017
#8 and #9 are related to this
@daipenger
Copy link
Owner

Alright, you might want to branch off with my latest commits :) That pesky bug is now fixed

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants