v0.4.22: route video audio through Players sound category
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Previously the per-anchor audio gain was just volume × distance attenuation, which ignored Minecraft's sound options sliders entirely — Master and Players both had no effect on video audio. Now updateDistanceGains multiplies in options.getSoundSourceVolume(MASTER) × getSoundSourceVolume(PLAYERS) to match vanilla SoundEngine.calculateVolume, so the Players slider attenuates video audio like other player sounds and Master gates everything. Recomputed at the same 20Hz tick as distance gain — slider drags take effect within ~50ms with no extra plumbing.
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@@ -5,7 +5,7 @@ org.gradle.configuration-cache=false
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# Mod
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# Mod
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mod_id=video_player
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mod_id=video_player
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mod_version=0.4.21
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mod_version=0.4.22
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maven_group=com.ejclaw.videoplayer
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maven_group=com.ejclaw.videoplayer
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archives_base_name=video_player
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archives_base_name=video_player
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@@ -20,6 +20,7 @@ import net.fabricmc.fabric.api.event.player.AttackBlockCallback;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.player.LocalPlayer;
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import net.minecraft.client.player.LocalPlayer;
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import net.minecraft.core.BlockPos;
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import net.minecraft.core.BlockPos;
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import net.minecraft.sounds.SoundSource;
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import net.minecraft.world.InteractionResult;
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import net.minecraft.world.InteractionResult;
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import net.minecraft.world.phys.Vec3;
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import net.minecraft.world.phys.Vec3;
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@@ -89,17 +90,26 @@ public class VideoPlayerClient implements ClientModInitializer {
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* Distance is measured from the player's eye to the <em>panel center</em>, not the anchor
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* Distance is measured from the player's eye to the <em>panel center</em>, not the anchor
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* block corner — for a 4×4 panel the corner is ~2 blocks off from where the screen visually
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* block corner — for a 4×4 panel the corner is ~2 blocks off from where the screen visually
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* sits, which made the audio feel like it was off to the side.
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* sits, which made the audio feel like it was off to the side.
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*
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* <p>Gain is also gated by the Minecraft sound options so the in-game sliders work as
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* expected: vanilla {@code SoundEngine.calculateVolume} multiplies by master × category, so
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* we do the same with {@link SoundSource#PLAYERS} as the category. Result: dragging the
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* "Players" slider in Options → Music & Sounds attenuates video audio just like other
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* player sounds, and "Master" still gates everything.
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*/
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*/
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private static void updateDistanceGains(Minecraft client) {
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private static void updateDistanceGains(Minecraft client) {
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LocalPlayer p = client.player;
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LocalPlayer p = client.player;
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if (p == null || client.level == null) return;
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if (p == null || client.level == null) return;
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Vec3 eye = p.getEyePosition();
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Vec3 eye = p.getEyePosition();
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float masterVol = client.options.getSoundSourceVolume(SoundSource.MASTER);
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float playersVol = client.options.getSoundSourceVolume(SoundSource.PLAYERS);
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float categoryScale = masterVol * playersVol;
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for (BlockPos pos : VideoPlayback.activePositions()) {
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for (BlockPos pos : VideoPlayback.activePositions()) {
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if (!(client.level.getBlockEntity(pos) instanceof VideoAnchorBlockEntity be)) continue;
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if (!(client.level.getBlockEntity(pos) instanceof VideoAnchorBlockEntity be)) continue;
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Vec3 center = be.panelCenter();
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Vec3 center = be.panelCenter();
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double d = center.distanceTo(eye);
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double d = center.distanceTo(eye);
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float attenuation = (float) Math.max(0.0, Math.min(1.0, 1.0 - d / 16.0));
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float attenuation = (float) Math.max(0.0, Math.min(1.0, 1.0 - d / 16.0));
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float gain = be.isMuted() ? 0F : be.getVolume() * attenuation;
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float gain = be.isMuted() ? 0F : be.getVolume() * attenuation * categoryScale;
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VideoPlayback.setGain(pos, gain);
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VideoPlayback.setGain(pos, gain);
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}
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}
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}
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}
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