mojira.dev

Matthew Kerswill

Assigned

No issues.

Reported

MC-96472 New rain sounds are not spatialized Fixed MC-1037 Missing pitch rotations in OpenAL implementation Fixed

Comments

This issue seems to be fixed now... I think. Can anyone confirm? I need confirmation because Mojang doesn't seem to have even acknowledged this bug report yet and I'm worried that maybe something changed in my Minecraft installation that accidentally fixed it somehow.

Do all snapshots for 1.9 share the same sound library? I ask because now this issue seems to be fixed for all 1.9 snapshots.

By the way, the cat meowing sounds that I mentioned in the 'Related Issues' section are still stereo sound files and therefore are unfortunately still not spatialized.

It's actually not the hand position that changes - it's the field of view that gets slightly narrower. Indeed, it is a feature.

In my opinion, the ideal solution to this problem would be to provide the player with the option to change the OpenAL device in the game's options menu. The way I see it, it would look something like this...

There would be a button called "OpenAL audio device..." in the options menu. When you click it, it would open a new screen that looks similar to the language selection screen.

The first item in the list would be the default and it would be called something like "Use the OpenAL device provided by Minecraft (recommended)". This option would be for using the OpenAL library contained within the lwjgl-platform-2.9.0-natives-windows.jar file.

The rest of the items in the list would be the names of other OpenAL devices that are available on the user's system (if any). On Windows, these libraries can be found in System32 and SysWOW64. As far as I know, the OpenAL API provides the ability for a programmer to get a list of devices available on the system, so hopefully this wouldn't be too hard. Also many other games that use OpenAL provide this sort of selection box in their options menus.

http://connect.creativelabs.com/openal/OpenAL%20Wiki/Enumeration%20with%20OpenAL%20on%20Windows.aspx

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Alternative solutions would be:

  1. Create the same solution as described above but without any user interface. Instead, the configuration would have to be done manually in the options.txt file. There would be a new line in there called something like "openALDeviceName" with default value of "Generic Software" (or perhaps "0" or just "" to represent the default device stored in the LWJGL jar file). Changing the value to something else like "Rapture3D" would cause the game to look for a system OpenAL device by that name (ie: one located in System32 or SysWOW64).

  2. Program the launcher to look for the OpenAL files in another directory before looking in the LWJGL jar file. If they exist, use them instead of extracting the ones in the jar.

  3. Add a check-box option to the launcher: "Don't do consistency check of LWJGL." or something like that.

  4. Create functionality for resource packs to include mods to libraries.

Many thanks to Grum (Erik Broes) for the work-around steps. I don't actually have the problem being discussed here but this issue is not the only case where a user might want to use a different OpenAL library. My case is that I have a superior OpenAL implementation called Rapture3D that I want to use.

I think that the best solution to this problem would be to provide the player with the option to change the OpenAL device in the game's options menu. The way I see it, it would look something like this...

There would be a button called "OpenAL audio device..." in the options menu. When you click it, it would open a new screen that looks similar to the language selection screen.

The first item in the list would be the default and it would be called something like "Use the OpenAL device provided by Minecraft (recommended)". This option would be for using the OpenAL library contained within the lwjgl-platform-2.9.0-natives-windows.jar file.

The rest of the items in the list would be the names of other OpenAL devices that are available on the user's system (if any). On Windows, these libraries can be found in System32 and SysWOW64. As far as I know, the OpenAL API provides the ability for a programmer to get a list of devices available on the system, so hopefully this wouldn't be too hard. Also many other games that use OpenAL provide this sort of selection box in their options menus.

http://connect.creativelabs.com/openal/OpenAL%20Wiki/Enumeration%20with%20OpenAL%20on%20Windows.aspx

----------------------

Alternative solutions would be:

  1. Create the same solution as described above but without any user interface. Instead, the configuration would have to be done manually in the options.txt file. There would be a new line in there called something like "openALDeviceName" with default value of "Generic Software" (or perhaps "0" or just "" to represent the default device stored in the LWJGL jar file). Changing the value to something else like "Rapture3D" would cause the game to look for a system OpenAL device by that name (ie: one located in System32 or SysWOW64).

  2. Program the launcher to look for the OpenAL files in another directory before looking in the LWJGL jar file. If they exist, use them instead of extracting the ones in the jar.

  3. Add a check-box option to the launcher: "Don't do consistency check of LWJGL." or something like that.

  4. Create functionality for resource packs to include mods to libraries.

In case you're interested, I recently asked for help on the Minecraft forums regarding this issue:
http://www.minecraftforum.net/topic/1907764-using-a-different-openal-driver/

I've tested 1.4.3 and I can confirm that looking up and down is now applying the expected changes in sound directions. Sounds great!

I can also confirm this issue exists in 1.4.3 pre-release.

Fantastic! I look forward to testing it. Is there one of those weekly builds I can try or is 1.4.3 coming soon?