I'm on a Mac, so audio drivers are not really an issue. I will try out one of the recent snapshots to see if I'm still experiencing it.
Experiencing double-click behavior when in fullscreen in 1.14.0
macOS High Sierra 10.13.6
iMac 2010 (iMac10,3)
2.93 GHz i7
8GB RAM
Java 8 Update 191
Update: Seems to have resolved itself?
Confirmed in 1.11
Don't worry, I'm still here.
I just re-tested the issue and I can still reproduce it.
If you turn around to face the opposite direction of a sound source (say a mob inside of an enclosure), the volume of the sound source falls significantly. If you then walk away from the sound source while continuing to face away from it, the volume of the source falls to 0 after only travelling a block or two away.
Another, odder, example occurs when climbing a ladder. Facing forward towards the ladder as you climb will produce the ladder sfx as normal. But if you turn your head straight up while climbing, the sound source disappears completely. My guess is that the sound source is centered at the player's feet, and turning your head up increases the distance between your head and feet sufficiently enough to produce the issue.
My sound system is not set to quadrophony, or to any other surround setup. I use a pair of stereo studio monitors connected to an audio unit which cannot output to more than 2 channels, and it is selected as my sound output source in System Preferences.
Tested in 1.10.1 and 16w38a.
I can confirm for 1.8.4.
To reproduce, turn your character to face in the exact opposite direction of a continuous sound source. The sound will fade sharply, becoming nearly inaudible.
Below is my crash report for 1.8.4:
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 4/29/15 9:29 AM
Description: Manually triggered debug crash
java.lang.Throwable
at ave.s(SourceFile:1587)
at ave.av(SourceFile:888)
at ave.a(SourceFile:325)
at net.minecraft.client.main.Main.main(SourceFile:124)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bdb.a(SourceFile:309)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bew['nate_dawww'/248, l='MpServer', x=243.65, y=71.00, z=258.70]]
Chunk stats: MultiplayerChunkCache: 169, 169
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: 240.00,64.00,252.00 - World: (240,64,252), Chunk: (at 0,4,12 in 15,15; contains blocks 240,0,240 to 255,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 625 game time, 625 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 40 total; [tt['Pig'/85, l='MpServer', x=195.50, y=64.00, z=279.50], tt['Pig'/84, l='MpServer', x=192.50, y=64.00, z=278.50], tt['Pig'/83, l='MpServer', x=183.44, y=64.00, z=274.50], tt['Pig'/82, l='MpServer', x=185.50, y=64.00, z=275.50], tt['Pig'/99, l='MpServer', x=213.50, y=63.00, z=179.50], tx['Squid'/585, l='MpServer', x=248.47, y=59.34, z=215.53], tt['Pig'/108, l='MpServer', x=219.50, y=77.00, z=317.50], tt['Pig'/106, l='MpServer', x=223.50, y=76.00, z=313.50], tt['Pig'/107, l='MpServer', x=221.50, y=77.00, z=315.50], tt['Pig'/105, l='MpServer', x=220.50, y=78.00, z=313.50], tv['Sheep'/127, l='MpServer', x=246.53, y=74.00, z=305.50], tv['Sheep'/126, l='MpServer', x=245.38, y=73.00, z=305.50], tv['Sheep'/125, l='MpServer', x=245.38, y=73.00, z=305.50], tv['Sheep'/124, l='MpServer', x=248.78, y=76.00, z=304.47], tt['Pig'/123, l='MpServer', x=242.66, y=82.00, z=223.97], tt['Pig'/122, l='MpServer', x=241.50, y=82.00, z=220.50], tt['Pig'/121, l='MpServer', x=241.50, y=63.00, z=219.50], tt['Pig'/120, l='MpServer', x=239.50, y=65.00, z=219.50], tt['Pig'/129, l='MpServer', x=245.56, y=63.00, z=322.69], tk['Bat'/678, l='MpServer', x=190.73, y=24.80, z=211.16], tt['Pig'/128, l='MpServer', x=245.53, y=63.00, z=321.34], tt['Pig'/131, l='MpServer', x=244.44, y=63.00, z=323.53], tt['Pig'/130, l='MpServer', x=246.50, y=64.00, z=322.50], tv['Sheep'/157, l='MpServer', x=279.84, y=64.00, z=216.13], tv['Sheep'/158, l='MpServer', x=278.63, y=64.00, z=217.34], tv['Sheep'/159, l='MpServer', x=278.50, y=70.00, z=219.50], tv['Sheep'/163, l='MpServer', x=267.00, y=75.00, z=328.06], tv['Sheep'/162, l='MpServer', x=277.50, y=77.00, z=318.50], tv['Sheep'/161, l='MpServer', x=279.50, y=76.00, z=317.50], tv['Sheep'/160, l='MpServer', x=279.06, y=64.00, z=223.97], tv['Sheep'/164, l='MpServer', x=275.50, y=75.00, z=323.50], ua['Wolf'/191, l='MpServer', x=312.63, y=73.00, z=310.34], tv['Sheep'/179, l='MpServer', x=300.56, y=72.00, z=338.56], tv['Sheep'/180, l='MpServer', x=299.44, y=73.00, z=337.09], tv['Sheep'/181, l='MpServer', x=300.47, y=75.00, z=326.16], ua['Wolf'/194, l='MpServer', x=315.72, y=72.00, z=310.72], bew['nate_dawww'/248, l='MpServer', x=243.65, y=71.00, z=258.70], tk['Bat'/860, l='MpServer', x=264.11, y=11.04, z=233.82], tk['Bat'/410, l='MpServer', x=259.81, y=26.94, z=299.72], uz['item.tile.doublePlant.syringa'/2369, l='MpServer', x=306.00, y=63.00, z=284.75]]
Retry entities: 0 total; []
Server brand: vanilla
Server type: Integrated singleplayer server
Stacktrace:
at bdb.a(SourceFile:309)
at ave.b(SourceFile:2296)
at ave.a(SourceFile:334)
at net.minecraft.client.main.Main.main(SourceFile:124)
-- System Details --
Details:
Minecraft Version: 1.8.4
Operating System: Mac OS X (x86_64) version 10.6.8
CPU: 2x Intel(R) Core(TM)2 Duo CPU P8700 @ 2.53GHz
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 3859509920 bytes (3680 MB) / 4290641920 bytes (4091 MB) up to 4290641920 bytes (4091 MB)
JVM Flags: 2 total; -Xmx4096M -Xms4096M
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
Launched Version: 1.8.4
LWJGL: 2.9.2
OpenGL: NVIDIA GeForce 9400M OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: Yes
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
They do this to save resources so that they don't have to have multiple instances of the same sound asset, as well as the fact that it's easier to keep track of.
What they need to do is distinguish between sources of sound, rather than the sound files themselves. However, the sound engine in Minecraft is not, I suspect, all that robust.
Traveling 4km from the closest jungle biome back to my spawn point with three cats in tow, let me tell you, that was a hassle. Just at normal walking pace and they wouldn't keep up. Even though they remained well in sight, they just sort of... stopped. I would have to run back to them to within 5-10m for them to start following me again. Sometimes they would teleport, but oftentimes not. Very frustrating.
Most of the sfx in the game could benefit from a low pass filter, even for sound sources that are relatively close to the player. I hear players on YouTube who bemoan the sfx as "harsh" or "annoying" all the time; a low pass filter EQ would help greatly in reducing that by taking off the edge a little bit.
To say nothing of when a sound source is obstructed...
As I mentioned in MC-38587, it might be that you will have to have duplicate sound assets since some sound calls would require that they exist in two different categories.
What this really means is that the sound calls themselves are what need categories, rather than the sounds themselves...
Surely this is just a matter of category? It might be that you will have to have duplicate assets since some sound calls would require it exist in two different categories. Which really means that the sound calls are what need categories, not the sounds themselves...
This is a pretty big deal in my book. Even though Minecraft is not Real Life™, in a 3D environment, we expect that sound should behave somewhat realistically.
Using a linear EQ with a low pass filter on sound sources as they recede from the player would help address the issue, even if the true solution is the curve in the graph above, in addition to EQ (the filter emulating absorption from the air, if we assume a uniform temperature).
I dunno, it still seems pretty severe in 1.8 full release.
The corner thing has to do with their AI, which although a different issue, does exacerbate this one.
A single mob with plenty of room to roam can still escape its enclosure during chunk loading/unloading. This is incredibly frustrating.
Apparently I'm the only one who believes this is terrible! I for one am not entertained when I have ghasts firing at me from behind and I don't even hear the explosions, let alone their tormented screams.
Which reminds me, the way sounds are affected by distance from the player is just completely wrong, but that is a different issue altogether...
Can confirm. Just seems to be a category problem.
Confirmed in 1.7.2.
Just encountered this. Really really obnoxious, to say the least.
What really should happen is the game needs to detect how many of a particular sound source is within earshot of the player and if it is over X number of units, it should transition to a single sound file representing the entire multitude. For instance, if I have a certain number of chickens nearby, it will play "smallchickengroup.wav", or "mediumchickengroup.wav" or similar, rather than trying to call individual chicken noises for each chicken. This would be less resource intensive and it would be much more pleasant overall by avoiding phasing, chorusing, and overlap in the sfx.
To add a little bit of sophistication to the mix, the game might also try and still call individual chicken noises for any in your direct line of sight, even if within a larger group, as this would mimic how our brains actually filter sounds.
MC-271199, which was resolved in the latest snapshot (1.21 Pre-release 2), seems to have been related to this issue.