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Ghasts are significantly harder to hear than in vanilla

Open floral-qua-floral opened this issue 4 years ago • 2 comments

In vanilla, Ghasts' sounds are unique in that they can be heard from much longer distances than any other noise. However, SoundPhysics (with default configuraiton) makes their sounds much quieter at long distance, and completely muted if they're at long distance and behind a wall. In the massive, cavernous environment of the Nether, with the wild terrain geometry to provide obstructions everywhere, this means that more often than not Ghasts are completely inaudible except for in the conditions where they can see and fire at the player.

This seems like something worth correcting, in my opinion. Their cries ordinarily serve as a warning that one is nearby to ensure players will be cautious, even before the Ghast has started attacking, but with SoundPhysics they don't really fill this role anymore and there's nothing to take that place. Additionally, this can be a pretty big problem with regards to the distinct Fireball cry - in vanilla, it's always loud and distinct so that the player can react immediately or at least know that it's coming. However, SoundPhysics makes it much softer at range, particularly near the edge of the ghast's tracking distance. If the player is surrounded by noisy Zombie Pigmen, or using any mod that adds ambient environment sounds, the fireball cry can be drowned out, leading to players potentially getting knocked off bridges or ledges with no audible warning.

In my opinion, it would be ideal if Ghasts' sounds could be allowed to bypass SoundPhysics filtering, the way note blocks can be configured to. Alternatively, it could also be interesting if they were made to use a unique formula to retain realistic filtering, but still be clearly audible at long distances and behind walls.

floral-qua-floral avatar May 13 '20 03:05 floral-qua-floral

An extra note - the Ender Dragon has the same property with its roars and wing beats, where they're heard at maximum volume at any distance. I think it might be neat if they could also receive a boost to their sounds - the way it gets quieter as a distance isn't really a gameplay problem the way it is with Ghast noises, but I do feel like the dragon loses some of the power it conveys with its sounds when most of the noises it makes are quieter than the nearby Endermen. I personally get the feeling when it's this muffled that the dragon isn't as present in the fight as it is in vanilla - rather than booming into my head, the roars are echoing out from way in the distance. Would love to see this receive the same attention as Ghasts do, whether that's an option to bypass the filtering or a unique formula to make the sound more dominating while preserving realistic echoes/reverb.

Either way, love the mod! Great work on keeping Sonic Ether's old work up-to-date, it really adds a lot to the game and it's awesome having it in 1.12 with the additional compatibilities you've put in.

floral-qua-floral avatar May 13 '20 04:05 floral-qua-floral

I think this is by design of what this mod tried to achieve. The volume not decreasing is unphysical, however I assume that it would be possible to make the ghast and ender dragon roar just start much loader.

theoretically it would also be possible to make the sound even more realisitic by also having the sound that physically would get transmitted into the rock be calculated. however i am worried that this might make it computationally to complex to be performant

sirati avatar Jun 17 '20 01:06 sirati