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Posted

Hi,

 

I'm creating a mod that will spatially project sounds made by blocks (only specific blocks called OSCBlocks ... after OSC ... Open Sound Control). So if I walk past an OSCBlock, I will hear (over a 5.1 or similar system) the block move behind me. I am using an external sound rendering engine.

 

What I would like to do is maintain a list of these OSCBlocks.... so that, at each tick, the OSCBlock can broadcast its new position relative to the player.

 

When the server starts, how can I iterate through all placed blocks and create a list of blocks of a particular type?

 

Or, instead, should I look for OSCBlocks using the Forge Chunk Loading System? Any advice on best practice? One of the challenges is that one can *hear* sounds behind the player ... even if one cannot see them. So there is the possibility that there will be errors if the Chunk loader ignores chunks behind the player.

 

 

 

 

Posted

> Are these your own Blocks? Or can they be any?

 

They are my own blocks ... called OSCBlocks (which extends net.minecraft.block.Block)

 

> Are you talking about specific block types ("every stone block makes noise") or coordinates ("block at 3, 12, 14 makes noise")?

 

I am only interested in my own OSCBlocks ... each OSCBlock that is placed will then constantly 'broadcast' its coordinates (and ID and other stuff) via a protocol called OSC (sends messages over TCP/IP). Doing the OSC broadcasting is fine, already works. I just need to work out when the OSCBlock is within a certain distance of the player (i.e. can be heard).

 

> When exactly does the sound trigger?

 

The block's sound should trigger as soon as the block is within a certain radius of the player ... say 200m/blocks.

 

> You say "walk past" and "behind me". How far behind you?

 

I don't understand your question, sir. How far the block is behind me depends on how far beyond it I have walked. :P

 

> How close do you have to be to the block?

 

To hear it? 200m/blocks ... or some other nominal (and configurable) distance.

 

> More info is needed basically.

 

All I am looking for, is a way to know if a Block that is of Java type OSCBlock exists within a certain radius of the player. That's all I need.

 

 

 

Posted

> TCP/IP :o What on earth are you doing man! :P

 

I am offloading the extremely CPU expensive sound spatialisation processes to other computers on the local area network.

 

> For finding the blocks: If your Block does not occur too often in the World, you can use a TileEntity. Then search the Chunks surrounding the player for those TileEntities by checking Chunk#chunkTileEntityMap.values(). If you set your TEs to non-ticking (override canUpdate to be false) they only take a bit of memory and no CPU time at all.

 

I will mostly likely have 1000-4000 blocks radiating sound. But probably no more than 500 that are on the current player context (current chunks). Does that sound like too much?

 

 

 

 

 

 

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