Mob sounds offset
CaramelTurbine opened this issue ยท 7 comments
Issue
For some reason, certain sounds processed versions seem to be really far from the source. Ive got an animal pen near my base, but i keep hearing the animals in the animal pen in different places through the world.
Steps to reproduce the issue
- Create a collection of mobs in one small area to generate a lot of noise
- walk roughly 40 blocks away in any cardinal direction (x OR z/ stay at the same y level )
- All the sound is muffled so i think the block occlusion calcs are getting offset by a couple of chunks.
Log files
https://gist.github.com/CaramelTurbine/fdcf28ab99c9a011afe6cde235065a11
Versions
- Minecraft: 1.18.1
- Fabric: 0.12.12
- Mod version: 1.0.3
Other mods
(I had loads more mods on when i discovered this problem but i tried running it with most of them turned off for this test.)
- Cloth config
- fabric api
- mod menu (prospector)
- world blend snapshots (chylex)
- Terralith v2.0.9 (datapack)
- Amplified Nether (datapack)
This is completely intended. Sounds can bounce off of walls and appear to be coming from other directions. This sometimes doesn't sound realistic, so if you want to disable it, set sound_direction_evaluation
to false
in the config.
I dont think Sound direction evaluation is unrealistic, i think its straight up broken.
I reproduced the issue in a new world. (using all my mods and none of my mods makes no difference)
Hopefully this video gives you a way of fixing this feature.
All my SFR settings are on default in the video.
SoundTest.zip
heres the world i used
SoundTest.zip
heres the world i used
Thanks! I will look into it.
Same here. Inside a village with an Illager base a bit of a distance away. Can hear the Illagers as if they were very close by, as if they were inside the village.
Perhaps the sound direction evaluation is working since it seems as if it's bouncing "off the roof" in this video, but there's no volume dropoff due to distance/the volume dropoff is bugged?