Ambient sounds mod for minecraft 1.12.2/1.11.2

Entity description

It plays a sound, either once or on loop, and either from a location in the world or globally.

Use it to play and control a soundscript sound, a raw .wav sample or a scripted sentence.

 Tip: This entity can be parented if the «parentname» keyvalue or SetParent input is used, even though its not listed in the FGD.

 Bug: ambient_generics used to play looping sounds in Counter-Strike Source must be activated with a logic_auto or they will stop playing once the first round starts.
 Bug: Problems with sounds being unstoppable (detailed below) can be avoided by adding this C++ code to your mod.
 Bug: Killing this entity while a looped sound is playing will make it play forever for the entire map duration. This also may cause looping sounds to stack up and eventually overflow the sound limit (detailed blow), even if they aren’t audible
 Bug: The ambient_generic will not update its position while the sound is playing if parented.
 Bug: Looping sounds might become attached to certain players when not supposed to. E.g. you are away from a sound, a player near the sound dies and then spectates you, the sound will become attached to yourself. The exact consistency/behavior of this bug is still unknown.
 Bug: Too many ambient_generics playing at once will cause other the sound engine to become corrupted globally and potentially cause extreme lag! This occurs if the internal entity sound limit of 64 (32 in ) is hit. Due to another bug, ambient_generics still «play» when outside the distance, even if not audible to the client. The workaround is to use env_soundscapes (which count towards a different static limit of 64) where possible and forcefully disable any sounds that aren’t necessary to play yet. The amount of sounds currently playing can be visualized with the snd_show command.
 Bug: Looping sounds using LFO cannot be stopped via the input.
 Note: The behavior of sound is different for mono and stereo. Stereo sounds are only fading in and out (they are already using surround information build into them). Mono sounds sound like are coming from specific position.To do: Reword this better. This english is so broken, it is hard to understand what this is supposed to say.
 Note: Using the Soundscript name of a sound, as opposed to its «raw» audio file will apply all the soundscript settings. Example: In L4D2, the soundscript of is set to play everywhere but at lower volume even if «Play everywhere» is not set. But using its raw sound works as intended.

Flags

 Bug: This flag is broken at engine level for Soundscripts. It will only work when a sound is played with its raw filename.

16: Start Silent

The map will start without this sound playing. Enabled by default.
 Bug: Looping sounds that do not start silent cannot be controlled!

32: Is NOT Looped

Changes how the handles stopping and starting playback. It won’t stop a sound that loops from looping, but it is still very important to set it to the right value. You might not be able to stop and/or start the sound if it isn’t!
 Bug: Having this option ticked while using a looped sound WILL prevent you from controlling it!

The latest Minecraft: Bedrock Edition beta adds ambient …

https://www.msn.com/en-us/entertainment/gaming/the…

  • What You Need to Know
  • Known Issues
  • Bug Fixes
  1. Minecraft: Bedrock Edition has a beta program on Xbox, Windows 10, and Android to test new features and bug fixes.
  2. The latest beta, 1.16.210.50, comes with a handful of bug fixes and one significant parity improvement for the Nether.
  3. With this update, the Nether will now have ambient sounds, just like it does in the Java Edition of Min…
  1. Minecraft: Bedrock Edition has a beta program on Xbox, Windows 10, and Android to test new features and bug fixes.
  2. The latest beta, 1.16.210.50, comes with a handful of bug fixes and one significant parity improvement for the Nether.
  3. With this update, the Nether will now have ambient sounds, just like it does in the Java Edition of Minecraft.
  4. This beta is available to install and test soon and will likely be included in a future public release.

See moreNew content will be added above the current area of focus upon selection
See more on msn.com

How to Add Your Own Sounds to Minecraft : 6 Steps …

https://www.instructables.com/How-to-Add-Your-Own-Sounds-to-Minecraft

    1. Locate .minecraft and Create the Pack. First, we must navigate to the .minecraft folder, where all of …
    2. Pack.mcmeta. Open that folder you just made. Right-click inside the folder, select ‘new’, and then …
    3. Finding the Sound(s) You Want to Change. Go back to the .minecraft folder. Open the folder called …
    4. Creating the Sound. Now you need to obtain the sound that will replace the current sound. To do …
    5. Test the Sounds. Now to test the sounds. Open Minecraf t, hit play, and click options. Click the …
    6. Adding Pack.png. You may have noticed that in the earlier step, in one of the pictures, the other …

    See full list on instructables.com

Listening to ambient sound during music playback (Ambient Sound Mode)

You can hear ambient sound through the microphones embedded in the left and right units of the headset while enjoying music.

Press the CUSTOM button while the noise canceling function is on.

To change the setting of the Ambient Sound Mode

You can change the settings of the Ambient Sound Mode by connecting the smartphone (with the “Sony | Headphones Connect” app installed) and the headset via Bluetooth connection.

Voice focus: Unwanted noise will be suppressed while announcements or people’s voices are picked up, allowing you to hear them as you listen to music.

To turn off the Ambient Sound Mode

Press the CUSTOM button repeatedly until the Ambient Sound Mode is turned off.

Each time the button is pressed, the function switches as follows and is announced by the voice guidance.

The noise canceling function: OFF/The Ambient Sound Mode: OFF

The noise canceling function: ON

The Ambient Sound Mode: ON

Hint

Ambient Sound Mode settings changed with the “Sony | Headphones Connect” app are stored in the headset. You can enjoy music with the stored settings of the Ambient Sound Mode even when the headset is connected to other devices which do not have the “Sony | Headphones Connect” app installed.

Note

  • Depending on the ambient condition and the type/volume of audio playback, the ambient sound may not be heard even when using the Ambient Sound Mode. Do not use the headset in places where it would be dangerous if you are unable to hear ambient sounds such as on a road with car and bicycle traffic.
  • If the headset is not worn properly, the Ambient Sound Mode may not work correctly. Wear the headset properly.
  • If the CUSTOM button is set as the Google Assistant button, the noise canceling function and Ambient Sound Mode cannot be switched from the headset. In this case, you can change the settings of the noise canceling function and Ambient Sound Mode with the “Sony | Headphones Connect” app.

  • If the CUSTOM button is set as the Amazon Alexa button, the noise canceling function and Ambient Sound Mode cannot be switched from the headset. In this case, you can change the settings of the noise canceling function and Ambient Sound Mode with the “Sony | Headphones Connect” app.

  • Depending on the surrounding environment, wind noise may increase when the Ambient Sound Mode is turned on. In that case, cancel the voice focus with the “Sony | Headphones Connect” app. If the wind noise is still significant, turn off the Ambient Sound Mode.

Trivia[]

Cave 14 viewed in a spectrogram.

  • When «Cave 14» is viewed in a spectrogram, it appears to show the face of a creeper.
  • Cave ambience is the only ambience that has subtitles.
  • «Basalt Deltas click» is likely based on the sound a Geiger counter makes when in the presence of radiation, despite neither Geiger counters nor radiation existing in vanilla Minecraft.
  • «Cave 1,5, and 13» can also be heard in lower pitches. The pitch can range from 0.65x to 1.00x.
  • «Cave 5 and 13» also sound a little similar, but they are played with different speeds. Also the sound for «Cave 5» sounds like a low-ringing bell while «Cave 13» sounds like an intense brush of wind.
  • Although the mood algorithm works in all vanilla dimensions since Java Edition 1.16, due to the mood system isn’t programmed properly for the End ambience sounds to be played in the End, so the Overworld cave ambience sounds could be played in the end instead.[verify]
  • «Warped Forest Mood 9» is actually a slowed-down and reverberated idle sound of the witch.

How to Add Your Own Sounds to Minecraft : 6 Steps …

https://www.instructables.com/How-to-Add-Your-Own-Sounds-to-Minecraft

    1. Locate .minecraft and Create the Pack. First, we must navigate to the .minecraft folder, where all of …
    2. Pack.mcmeta. Open that folder you just made. Right-click inside the folder, select ‘new’, and then …
    3. Finding the Sound(s) You Want to Change. Go back to the .minecraft folder. Open the folder called …
    4. Creating the Sound. Now you need to obtain the sound that will replace the current sound. To do …
    5. Test the Sounds. Now to test the sounds. Open Minecraf t, hit play, and click options. Click the …
    6. Adding Pack.png. You may have noticed that in the earlier step, in one of the pictures, the other …

    See full list on instructables.com

Интересные факты[]

Лицо крипера на спектрограмме звука «Пещера 14».

  • Если посмотреть звук «Пещера 14» с помощью спектрограммы, можно заметить лицо крипера.
  • Вопреки распространённым убеждениям, фоновые звуки не являются индикатором близости сокровищниц, мобов или ценной руды, хотя следование за этими звуками и может привести игрока к ним косвенно, так как фоновые звуки звучат из неосвещённых пещер.
  • Фоновые звуки были созданы C418, кто также написал музыку для Minecraft.
  • Пещерные фоновые звуки могут проигрываться в любом измерении, включая Нижний мир и Край.
  • Пещерные фоновые звуки известны тем, что они пугают людей, так как они звучат довольно волнующе или жутко.
  • Характерные щелчки в фоновых звуках базальтовых дельт скорее всего являются треском счётчика Гейгера — газоразрядного прибора для автоматического подсчёта числа попавших в него ионизирующих частиц.

Mood algorithm[]

Mood ambience sounds occur based on a «mood» percent value between 0–100. The mood increases when the player is in a cave or in a dark place, and decreases otherwise. When the mood reaches 100%, one of the sounds plays randomly, resetting the mood to 0% and thus restarting the cycle. The darker it is, and the more non-transparent blocks there are, the quicker the mood increases. in Java Edition, the current mood value appears on the debug screen.

This is the simplified algorithm for computing this value in pseudocode:

updateMood(mood):
    tickDelay = 6000
    maxLightLevel = 15
    block = select a random block in a 17×17×17 block cube centered around the player
    skyLight = block.getSkyLightLevel()

    if (skyLight > 0):
        mood = mood - (skyLight / maxLightLevel) * 0.015
    else:
        blockLight = block.getBlockLightLevel()
        mood = mood - (blockLight - 1) / tickDelay
    
    if (mood ≥ 1.0):
        player.playSpookySound()
        mood = 0.0
    else if (mood < 0):
        mood = 0.0

This method is called once every tick. It selects a random block in a 17×17×17 area centered around the player’s eye position, and alters the mood value accordingly:

  • If the selected block has sky light, it decreases the mood by 1⁄1000 per sky light level.
  • If it has a block light level above 1, it decreases the mood value by (block light level — 1)⁄6000.
  • If the block light level is 0, it increases the mood value by 1⁄6000.

This means that if you are in complete darkness and there are no lit blocks around you, an ambient noise will play every 6000 ticks (5 minutes).

Since non-transparent blocks are considered to have a sky and block light level of 0, the mood value increases especially fast if you’re in a cave.

Nether ambience

Nether ambience plays while the player is in The Nether. Each biome has its own unique ambience. There are 126 different nether ambient sounds in total.

Nether ambience is divided into three groups: «Loop», «Loop Additions», and «Mood», all of which play independently of each other while the player is in the Nether.

The codename for Nether ambience is

Group Info Codename
Loop Plays in never-ending loop for as long as the player is in the biome. ambient.<biome>.loop
Loop Additions Plays commonly while the player is in the biome ambient.<biome>.additions
Mood Plays once at least every 6000 ticks while the player is in the biome, based on the mood algorithm. ambient.<biome>.mood

Cave ambience[]

Cave ambience (also known as cave sounds, or eerie noises according to the subtitles) are sounds that occasionally play when the player is underground or in a dark area, based on the .

Cave ambience sounds can play in all biomes except the Nether biomes, as long as there is a cave or a dark enough area present.

The code name for cave ambience is . There are 19 different cave ambience sounds in total.

List
Name Sound Description
Cave 1 https://minecraft.fandom.com/wiki/File:Cave1.ogg An echoing steam train whistle
Cave 2 https://minecraft.fandom.com/wiki/File:Cave2.ogg Humming
Cave 3 https://minecraft.fandom.com/wiki/File:Cave3.ogg An eerie orchestra of very low notes
Cave 4 https://minecraft.fandom.com/wiki/File:Cave4.ogg Wind echoing through a hollow tunnel
Cave 5 https://minecraft.fandom.com/wiki/File:Cave5.ogg Ambient spine-chilling ringing sounds
Cave 6 https://minecraft.fandom.com/wiki/File:Cave6.ogg A car’s engine passing by
Cave 7 https://minecraft.fandom.com/wiki/File:Cave7.ogg A gong ringing quietly
Cave 8 https://minecraft.fandom.com/wiki/File:Cave8.ogg A blaze breathing
Cave 9 https://minecraft.fandom.com/wiki/File:Cave9.ogg An airplane flying overhead
Cave 10 https://minecraft.fandom.com/wiki/File:Cave10.ogg An echoing bang and a screeching violin
Cave 11 https://minecraft.fandom.com/wiki/File:Cave11.ogg A subway train racing at a very high speed
Cave 12 https://minecraft.fandom.com/wiki/File:Cave12.ogg A very loud bell
Cave 13 https://minecraft.fandom.com/wiki/File:Cave13.ogg Creepy heavy breath noise/growling
Cave 14 https://minecraft.fandom.com/wiki/File:Cave14.ogg Robotic glitching noises

This audio file resembles the image of a Creeper face if put into a spectrogram

Cave 15 https://minecraft.fandom.com/wiki/File:Cave15.ogg Possibly a distorted train whistle
Cave 16 https://minecraft.fandom.com/wiki/File:Cave16.ogg Metallic banging/Possibly a minecart tumbling down a tunnel
Cave 17 https://minecraft.fandom.com/wiki/File:Cave17.ogg An iron door slamming shut followed by a bell ringing with dark ambient whooshing sounds in the background.
Cave 18 https://minecraft.fandom.com/wiki/File:Cave18.ogg A minecart tumbling downhill/Something banging on wood with keys
Cave 19 https://minecraft.fandom.com/wiki/File:Cave19.ogg An echoing unorganized piano-like chord layered with a snarling noise

Ambient Sound Configuration

The ambient sound configuration screen, shown when first creating an ambient sound, or by double-clicking an existing sound.

Sound Type

Configure the type of sound emitted by this source. Ambient Sounds can either be local which are blocked by any Walls which inhibit perception or global which are always audible within their area regardless of the presence of Walls.

Audio Source

You must choose a path to a valid sound file which plays when Tokens are within the area of effect. Ambient Sounds always repeat on loop, so it is recommended to use a format like webm, wav, or ogg which allows for seamless looping, but other audio file formats are also supported.

X & Y Position

The x/y coordinates for the center of the Ambient Sound area of effect give the precise location of the emitter in a scene. All newly created sounds have these fields automatically filled in based on where in the scene the sound was created. Repositioning the sound in the scene also changes these values automatically.

Sound Radius

The radius of the area of effect for the Ambient Sound, expressed in distance units. For example, if your Scene is configured where each square represents 5ft.

Volume Easing

This option specifies that the volume of the Ambient Sound should automatically reduce as Tokens are further from its origin (but still within the area) and increase in volume when Tokens are closer to the origin of the sound. If this option is disabled, the volume level of the Ambient Sound will be the same everywhere within the affected area.

Maximum Volume

This slider configures the maximum volume level of the Ambient Sound at its point of origin (if easing is applied) or throughout the area (if no easing).

Darkness Activation Range

These fields configure the darkness levels in which the Ambient Sound plays. The default setting of between 0 and 1 results in a sound that is always playing.

Overview

Foundry Virtual Tabletop allows for local ambient sound effects which are activated when a player-controlled Token is moved into its area of effect. This can be useful for environmental features like a waterfall or a crackling campfire which your players will be able to hear when their Tokens are nearby.

Create an Ambient Sound using a left-mouse drag workflow on the Sounds Layer.

Ambient Sounds are created by navigating to the Sounds layer of the active Scene by clicking on the musical notes icon in the Scene control palette. While on the Sounds layer, you can create a new Sound by using a left-click and drag workflow to expand the area of effect (you can change it later). Once you are done dragging the Sound Configuration form will appear. You must select a sound file to play in order to complete the creation. The Sound Configuration shown in the following figure and its configuration options are explained below:

Underwater ambience

Underwater ambience plays when the player’s head is underwater. There are currently 22 different underwater ambient noises in total. They can be heard within a body of water of any size in any dimension.

Underwater ambience is divided into two groups: «Loop» and «Loop Additions». Both of these play independently of each other when the player is underwater. Additionally, «Loop Additions» are divided into three more groups: Rare and Ultra Rare. The rarity of both is exaggerated in their name, and are actually derivd from their in-game code names.

The codename for underwater ambience is

Group Info Codename
Loop Plays in never-ending loop as long as player is underwater. ambient.underwater.loop
Loop Additions Plays commonly while player is underwater. ambient.underwater.loop.additions
Rare Loop Additions Plays uncommonly while player is underwater. ambient.underwater.loop.additions.rare
Ultra Rare Loop Additions Plays rarely while player is underwater. ambient.underwater.loop.additions.ultra_rare

Note: The sounds are very quiet, so if you can’t hear it it’s not audio error.

Sound Group
Underwater Ambience Loop
bubbles1.ogg Loop Additions
bubbles2.ogg Loop Additions
bubbles3.ogg Loop Additions
bubbles4.ogg Loop Additions
bubbles5.ogg Loop Additions
bubbles6.ogg Loop Additions
water1.ogg Loop Additions
water2.ogg Loop Additions
animal1.ogg Rare Loop Additions
bass_whale1.ogg Rare Loop Additions
bass_whale2.ogg Rare Loop Additions
crackles1.ogg Rare Loop Additions
crackles2.ogg Rare Loop Additions
driplets1.ogg Rare Loop Additions
driplets2.ogg Rare Loop Additions
earth_crack.ogg Rare Loop Additions
animal2.ogg Ultra Rare Loop Additions
dark1.ogg Ultra Rare Loop Additions
dark2.ogg Ultra Rare Loop Additions
dark3.ogg Ultra Rare Loop Additions
dark4.ogg Ultra Rare Loop Additions

Подводные звуки[]

В океане чаще всего слышатся подводные фоновые звуки.

Подводные фоновые звуки проигрываются, когда игрок полностью находится под водой. Всего существует 22 подводных фоновых звука.

Эти звуки можно услышать в водоёме любого размера и в любом измерении.

Подводные фоновые звуки делятся на 2 группы: «Loop» и «Loop Additions». Они проигрываются независимо друг от друга. Кроме того, группа «Loop Additions» делится еще на 3 подгруппы.

Название подводных фоновых звуков в коде игры — ambient.underwater. <название группы в коде игры>

Группа Информация Название в коде игры
Loop Проигрывается бесконечно, пока игрок находится под водой ambient.underwater.loop
Loop Additions Проигрываются, когда игрок находится под водой ambient.underwater.loop.additions
Rare Loop Additions Проигрываются не так часто, когда игрок находится под водой ambient.underwater.loop.additions.rare
Ultra Rare Loop Additions Проигрываются редко, когда игрок находится под водой ambient.underwater.loop.additions.ultra_rare
Название Звук Группа
Underwater Ambience https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Underwater_Ambience.ogg Loop
Bubbles 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bubbles1.ogg Loop Additions
Bubbles 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bubbles2.ogg
Bubbles 3 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bubbles3.ogg
Bubbles 4 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bubbles4.ogg
Bubbles 5 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bubbles5.ogg
Bubbles 6 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bubbles6.ogg
Water 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Water1.ogg
Water 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Water2.ogg
Animal 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Animal1.ogg Rare Loop Additions
Bass Whale 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bass_Whale1.ogg
Bass Whale 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bass_Whale_2.ogg
Crackles 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Crackles1.ogg
Crackles 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Crackles2.ogg
Driplets 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Driplets1.ogg
Driplets 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Driplets2.ogg
Earth Crack https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Earth_Crack.ogg
Animal 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Animal2.ogg Ultra Rare Loop Additions
Dark 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Dark1.ogg
Dark 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Dark2.ogg
Dark 3 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Dark3.ogg
Dark 4 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Dark4.ogg

Underwater ambience[]

This feature is exclusive to Java Edition. 

Not to be confused with the sound produced by flowing water.

Underwater ambience plays while the player’s head is underwater. There are 22 different underwater ambience sounds in total.

They can be heard within a body of water of any size and in any dimension.

Underwater ambience is divided into two groups: «Loop» and «Loop Additions». Both of these play independently of each other while player is underwater. Additionally, «Loop Additions» are divided into 3 more groups.

Its code name is ambient.underwater.<group code name>

Note that Rare Loop Addition’s and Ultra Rare Loop Addition’s rarity is exaggerated in their name. Their names are derived from their in-game code names.

Group Info Code Name
Loop Plays in never-ending loop for as long as player is underwater ambient.underwater.loop
Loop Additions Plays commonly while player is underwater ambient.underwater.loop.additions
Rare Loop Additions Plays uncommonly while player is underwater ambient.underwater.loop.additions.rare
Ultra Rare Loop Additions Plays rarely while player is underwater ambient.underwater.loop.additions.ultra_rare
List
Name Sound Group
Underwater Ambience https://minecraft.fandom.com/wiki/File:Underwater_Ambience.ogg Loop
Bubbles 1 https://minecraft.fandom.com/wiki/File:Bubbles1.ogg Loop Additions
Bubbles 2 https://minecraft.fandom.com/wiki/File:Bubbles2.ogg
Bubbles 3 https://minecraft.fandom.com/wiki/File:Bubbles3.ogg
Bubbles 4 https://minecraft.fandom.com/wiki/File:Bubbles4.ogg
Bubbles 5 https://minecraft.fandom.com/wiki/File:Bubbles5.ogg
Bubbles 6 https://minecraft.fandom.com/wiki/File:Bubbles6.ogg
Water 1 https://minecraft.fandom.com/wiki/File:Water1.ogg
Water 2 https://minecraft.fandom.com/wiki/File:Water2.ogg
Animal 1 https://minecraft.fandom.com/wiki/File:Animal1.ogg Rare Loop Additions
Bass Whale 1 https://minecraft.fandom.com/wiki/File:Bass_Whale1.ogg
Bass Whale 2 https://minecraft.fandom.com/wiki/File:Bass_Whale2.ogg
Crackles 1 https://minecraft.fandom.com/wiki/File:Crackles1.ogg
Crackles 2 https://minecraft.fandom.com/wiki/File:Crackles2.ogg
Driplets 1 https://minecraft.fandom.com/wiki/File:Driplets1.ogg
Driplets 2 https://minecraft.fandom.com/wiki/File:Driplets2.ogg
Earth Crack https://minecraft.fandom.com/wiki/File:Earth_Crack.ogg
Animal 2 https://minecraft.fandom.com/wiki/File:Animal2.ogg Ultra Rare Loop Additions
Dark 1 https://minecraft.fandom.com/wiki/File:Dark1.ogg
Dark 2 https://minecraft.fandom.com/wiki/File:Dark2.ogg
Dark 3 https://minecraft.fandom.com/wiki/File:Dark3.ogg
Dark 4 https://minecraft.fandom.com/wiki/File:Dark4.ogg

The latest Minecraft: Bedrock Edition beta adds ambient …

https://www.msn.com/en-us/entertainment/gaming/the…

  • What You Need to Know
  • Known Issues
  • Bug Fixes
  1. Minecraft: Bedrock Edition has a beta program on Xbox, Windows 10, and Android to test new features and bug fixes.
  2. The latest beta, 1.16.210.50, comes with a handful of bug fixes and one significant parity improvement for the Nether.
  3. With this update, the Nether will now have ambient sounds, just like it does in the Java Edition of Min…
  1. Minecraft: Bedrock Edition has a beta program on Xbox, Windows 10, and Android to test new features and bug fixes.
  2. The latest beta, 1.16.210.50, comes with a handful of bug fixes and one significant parity improvement for the Nether.
  3. With this update, the Nether will now have ambient sounds, just like it does in the Java Edition of Minecraft.
  4. This beta is available to install and test soon and will likely be included in a future public release.

See moreNew content will be added above the current area of focus upon selection
See more on msn.com

Inputs

Pitch

Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound’s original pitch.
 Bug: Pitch will play the sound without informing the rest of the entity. This makes looping sounds unstoppable!.

Starts the sound.
Stops a looping sound. Does not stop a non-looping sound: this is intentional, and can be changed with C++. However, a non-looping sound can be stopped by using the Volume input with a value of 0.
Toggles a looping sound between playing and stopped. Behaves like if the sound is unlooped.

Plays the sound at a volume from 0 to 10, where 10 is the loudest.
 Bug: Volume will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the volume at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself.

 Bug: Setting the volume to 0 will cause the sound to pause, rather than play silently.

Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.
 Bug: Non-functional.

Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.
 Bug: Will bring the sound up to full volume (i.e. 10) before beginning to fade it.

Base:

Adds to the entity’s list of response contexts. Format is .
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won’t work if its simply just changed through this input. There is a strict format that must be followed:

Syntax: 

// Format of changing KeyValues "AddOutput  "
//// Raw text
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text
"OnUser1" "!self:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text
"OnUser1" "!self:ClearParent::0.0:-1"
Removes all contexts from this entity’s list.
Removes this entity from the the movement hierarchy, leaving it free to move independently.
to
Fires the respectiveoutputs; see User Inputs and Outputs.
Removes this entity and any entities parented to it from the world.
Functions the same as , although this entity and any entities parented to it are killed on the same frame, being marginally faster thaninput.
Remove a context from this entity’s list. The name should match the key of an existing context.
Move with this entity. See Entity Hierarchy (parenting).
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
 !FGD
Same as a player invoking +use; no effect in most cases.
 !FGD
Dispatches a response to the entity. See Response and Concept.
 (removed since ) !FGD
Dispatches a special effect from the entity’s origin; see also List of Client Effects. Replaced by the particle system since .
 (in all games since )
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
 (in all games since )

Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
 Bug: In Hammer, using string arguments will corrupt the VMF file’s structure, making the file unviewable for the next Hammer session.

Fix: Remove the string argument manually with a text editor.
 (in all games since ) !FGD
Execute a VScript function in the scope of the receiving entity.
 (in all games since ) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
 (in all games since ) !FGD
Set this entity’s angles.

Cave ambience

A dark cave in which a player may hear cave ambience.

Cave ambience (also known as cave sounds, or eerie noises in Java Edition subtitles) are sounds that play occasionally when the player is underground or in a dark area. These sounds can play in all biomes except the Nether biomes, as long as there is a cave or a dark enough area present.

The codename of cave ambiences is . There are a total of 19 different cave noises.

Sound Description
Cave1.ogg Echoing steam-train whistle.
Cave2.ogg Angelic singing.
Cave3.ogg Low pitch orchestra.
Cave4.ogg Demonic roar / Wind echoing in a tunnel.
Cave5.ogg Ringing
Cave6.ogg An engine passing by.
Cave7.ogg A gong ringing softly.
Cave8.ogg Devilish whiff / Blaze breathing.
Cave9.ogg A sound as if an airplane was flying in distance.
Cave10.ogg Echoing bang and violin screech.
Cave11.ogg A distant minecart passing by.
Cave12.ogg Loud bell.
Cave13.ogg Demonic grunt.
Cave14.ogg Steaming sound.
Cave15.ogg Possibly a distorted train whistle.
Cave16.ogg Banging metallic object.
Cave17.ogg An Iron door slamming shut with a bell ringing.
Cave18.ogg

A Minecart tumbling down / something banging on wood with keys.

Cave19.ogg Growling noise.
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