Biome Ambience
Biome Ambience
Ever wanted to hear to sounds of nature in Minecraft. Now you can with this plug-in. Based on the biome you are standing in it will play a custom sound. Grasshoppers in the plains or magpies in the forest. If you don't like the sounds provided be the sound pack you can change them out to you own, if you for example want custom music in each biome that is also possible. Just make sure you have the same name on them.
It also have the ability to play sounds from signs. Put the files where you got all you other sounds and enter this on a sign
[BiomeSound]
mysound.ogg
to play my mysound.ogg. mysound.ogg is only given as an example you could have used any other sound effect. Every sign can have an own sound effect to play. They can even overlap so multiple signs can be put close together and each play different sounds. Just be considerate of others ears.
New with signs in 1.4 is that you can set the 3rd row to wide or a number to set how far it will be audible. Wide makes the sound come from the player's position and an number makes it fade farer away from the sign. It will use the setting from the settings file if left empty.
The 4th line can set the volume of the sound. If left empty it will use the volume node from the settings file.
Just remember that the radius settings affects how far Minecraft will check for signs, so if you relay one signs you might want to raise it a little. Or use more signs in you buildings.
A basic sound pack can be found here
Planned features
- More settings for signs. Cool downs and signs that you have to press in order for them to play.
- Redstone support for signs.
- Timer settings for signs. Want a sign to play when someone been close to it for x seconds rather than almost instantly.
- Debug setting for end users.
- mp3 support.
- I'm hopping that I can do something with the books and some kind of text-to-voice. Perhaps that will be better of as a own plug in but still.
Permissions
Here is the permission setup snippet from plugin.yml
permissions: biomeambience.play.*: description: Makes everything that can play sounds do so. biomeambience.play.vehicle: description: Splashes from oars while in boats and a train like sound in mine carts default: true biomeambience.play.lava: description: Melting rock do not make the sound of soft rock default: true biomeambience.play.sign: description: Signs can now magically enter you mind and start sounds default: true biomeambience.play.biome: description: The natural sounds of the wilderness default: true biomeambience.play.underground: description: Ever wanted to hear the sounds of claustrophobia up close? default: true biomeambience.admin.placeSign: description: Allows the user to put up noisy signs default: op biomeambience.admin.checkBiome: description: If all the pines, ravens and generally felling of the environment doesn’t tell you that you're in a pine forest. This command will enables the usage of /biome default: true biomeambience.admin.checkBiomeOthers: description: You “friends” left for “vacation” without telling you where? Fear not with this command you can stalk the environment of they favourite “vacation” place. Now you also know when they are hitting the beach. Enables /biome <player> default: op
While it seems a bit over kill with that many permission it was made with the idea that you simply can set biomeambince.play.*: true/false. And then disable/enable the different parts more freely. For example someone maybe just want the underground and sign or everything enabled but the lava. Then you can make it that way with only two nodes.
This is based on laurinas old plugin BiomeSound that in turn is based on BiomeMassage of robin0van0der0v.
@Astrodude1789
It is mentioned, one only needs to read the links.
Does this require SpoutCraft? If so, put that on your post somewhere.
anything going on here?
@Muu36
I made first post to the forum ;)
I'm still working on this on and off. Some off the new features needed some code rewrites and I haven't found a good solution of the signs only having 4 rows. I got some ideas to try.
As for signs playing double or more. I can't really do anything to remove the issue completely. Spoutcraft have no way of knowing if the sound effects is still going on for the user. I think making the mod playing music rather than sound effects might solve it but then it's still the problem of signs not having more than 4 rows.
The issue of the sound stopping completely. I've gotten it sometimes when I been working on it but I think I might have fixed it when I rewrote some parts. But I will keep an ear out for it.
Also I opened the forum. Let me know if it works good. I didn't really check out all the options and stuff.
@EsZeus I have the same problems! Thought I might be the only one.
@Muu36 Can you please open the Forum section? Would be helpful for users to help other users and so that the Comments sections is spammed with support requests.
Also, I'm glad to see that you are keeping it updated! Thank you!
Sorry, but the installed Plugin on our server is bugged really hard. And i dont know why :/
First: The Music i want to play with the sign is played double, triple or more times at the same time, like ~ it begins, 3 seconds later it begins again, 3 seconds later again ~ so i have 1 sign with 3 overlapping songs.
the second: The songs are stopping a few times without our influence. Same with the biome sound, after an undefined time, it stopped playing the biomesound and it will not continue.
Some solutions ? :)
Thx!
I love your plugin! is awesome!.
You plan to update it?, Now in Beta stage ... going to continue with the project?.
Thanks and regards.
New update is waiting approval now. It seems to work but I haven't really taken a good look at everything so hence it's a beta. The only new feature is the start of the debug mode. I have some more plans for it but now it tells you where it tries to download the file from. I would like it to tell you why it cannot download and such as well but that have to wait for a later update.
@Muu36
Now a Spoutcraft 1.3.1 build is out.
Well that is too be expected. There is yet no public working build of spoutcraft to use with 1.3.1. At least when I checked. That also means there updating have come to an halt until the spout guys can get an update out. As this mod needs both spout and spoutcraft to work.
Seems this is causing hiccups in the new Bukkit 1.3.1 build. -_-
"Could not pass PlayerMoveEvent to BiomeAmbience"
Works on 1.2.5 builds, though. :(
Hope this comes around. It's one of my favorite plug-ins ever... <3
Figured they would. But they are some hard coded instances in the code that would not permit mp3s.
Also you can use permissions to disable and enable parts of the plug in. It was the easiest solution at the time, rather than using mysql or something.
Settings can be edited in plugins/BiomeAmbience/config.yml. You can change the volume there.
@Muu36
MP3 files DO play using v 1.4.1!
Also... I've been searching for an audio plugin for some time now... It seems as though this is it. There is another WIP plugin in the spout forums, but the authors last post was july 11. Wonder if it would be good to team up?
Is there any way to control the biome sound volume?
Or to turn it off entirely if players only want to use signs?
That seems to be the best way to do it. But keep in mind that the server thinks its start playing a sound when the clients start downloading it so timing is a bit problematic. Unless you got a super fast host of course.
I got some debug commands that prints to the console in the code. But I just disable them every time I upload it. Perhaps I should make it possible for end users to toggle them on and off.
Also been looking at the change logs for spout. It seems that it now supports .mp3 so you can look forward to that in the next version.
Now that i'm thinking about it... Proximity controls would be nice. Something that says if you are within this proximity for X seconds, play sound. And a cooldown period. This sound can't be played again by you for x seconds.
@Muu36
@Muu36
That's funny... ear rape. lol
Honestly, i'm kinda hiding them. Putting them underneath the entrance to buildings so a welcome message plays when they walk in the door. I will also put them in other areas like a public sign board so players can read or listen to the message. I think an option to message the console when someone enters and exits the range/nodeseparation area could be helpful for identifying the area that the signs are triggered in. Selectable signs would be a nice feature too actually.
Every time a sound is played it plays from the block the player is standing on. Node separation is how many blocks away from that block you must move in order for it to start a new sound. With 0 node separation new sounds will start playing without the player moving. So the same sound effect will play multiply and unsynchronised on the exact same spot.
Would you be interested in signs that you have to walk up to and press for the sound to play. Then go on a 30 sec cool down so you can't ear rape yourself. I could do that if you want.
I'm having a tough time getting this to work smoothly. Depending on the settings, it will load and play the sound on a sign multiple times. So sometimes the same song is playing one over the other... But, if the radius is too low, the song will not load and play before the person is out of the radius. Only if i set a small radius and the player waits for the song to load will it work.
What is nodeseparation for?