User talk:CrowdingFaun624 - minecraft.fandom.com
Frogspawn Sounds[]
Hey there, where did you get the pitch/volume for frogspawn sounds? I had pulled them right out of the sounds.json file when I first added those. Did they get changed, or are they altered somewhere else? - AD OffKilter (talk) 02:13, 23 August 2022 (UTC)
- To answer my own question: I found where they're tweaked in the code. Thanks for updating that. - AD OffKilter (talk) 02:25, 23 August 2022 (UTC)
- Yup, they're tweaked just like other blocks when mined, placed, etc., just like Template:Sound_table/Block/Stone/JE. - CrowdingFaun624 (talk) 03:26, 23 August 2022 (UTC)
- When I was doing that it was actually just an educated guess. I want to verify that I did it right. Do you remember where the file is in the deobfuscated jar? - CrowdingFaun624 (talk) 00:00, 6 November 2022 (UTC)
- Found it, it's
net/minecraft/client/renderer/LevelRenderer.java. - CrowdingFaun624 (talk) 00:46, 7 November 2022 (UTC)
How did you get sounds from Bedrock Edition?[]
Hey, I was wondering how you got sounds like File:Pig boost1.ogg or File:Stone jump1.ogg? As you're likely aware sounds in BE are fsb files and I've scoured to find something that would extract these to something usable. I did find something that would do this at https://www.reddit.com/r/Minecraft/comments/gafuze/comment/fphl78u/, but it would output uncompressed wav files, which are uploadable, but have a larger filesize and reencoding back to ogg vorbis would lose quality. I ended up never using it when I found it at 2020 as my interest in the wiki was falling. Did you find something that would extract the original enconding in ogg or used something like the tool mentioned and compressed it to ogg? – Unavailablehoax (talk) 06:12, 9 July 2023 (UTC)
- I did compress them to ogg. As far as I can tell, there is no ogg encoding in the FSBs, and the wav format is the closest to the FSB's format. I converted them to ogg in order to have consistency with other Java Edition files. When I converted the FSBs to wavs, I used the files that I've uploaded here. Double-clicking the batch.bat file will create wav files from any FSBs in the same folder as it. All of the MCL sound files, which I extracted, were gotten using this process, but weren't compressed to ogg. - CrowdingFaun624 (talk) 06:33, 9 July 2023 (UTC)
- For me I thought it had to be compressed with ogg as most extracted wavs (i.e. pig boost1) were about 4 times larger than the fsbs. After an excruciatingly long time getting fsb-vorbis-extractor to work, removing checks, rebuilding, repeat, I tried out the vgmstream plugin for foobar, which I had come across earlier in my search today, but now realized might reveal what codec it used since itd be streaming it... and wouldnt you know it the codec it showed was "FMOD FADPCM 4-bit ADPCM". Basically FMOD's own implementation of ADPCM (FADPCM), which is pcm (raw audio), but it uses 4 bits in each sample that store the differences instead of the whole 16 bit sample (D in ADPCM meaning Differential), which sounds like it should be lossless but isn't because as people put it, 4 bits can't represent those differences accurately (the A meaning Adaptive).[1] I've tried encoding the wav back to ADPCM in a wav file, which in theory should be lossless and restore the original file size, but it went below the original size (16.6k>16.1k, cant be chalked up to header changes) and also isn't playable in a browser. In my opinion bedrock audio should be kept as a wav for the wiki. We generally keep game files as-is, so it feels disingenuous to have our own compression on bedrock's audio. File size is negligible at kb sizes anyways. Oh yeah, remember how I said most extracted wavs result in higher file sizes? Turns out a few, namely jump sounds and a few other exceptions, are encoded in plain pcm, so the extracted wav is the exact same to hows its stored in the fsb. – Unavailablehoax (talk) 11:26, 9 July 2023 (UTC)
- You definitely know more about this than me, lol. I agree that the files should be kept the same; I will work on that now/soon. The difference in jump sounds makes sense now, as I was able to extract those much earlier through a different method. - CrowdingFaun624 (talk) 18:40, 9 July 2023 (UTC)
- For me I thought it had to be compressed with ogg as most extracted wavs (i.e. pig boost1) were about 4 times larger than the fsbs. After an excruciatingly long time getting fsb-vorbis-extractor to work, removing checks, rebuilding, repeat, I tried out the vgmstream plugin for foobar, which I had come across earlier in my search today, but now realized might reveal what codec it used since itd be streaming it... and wouldnt you know it the codec it showed was "FMOD FADPCM 4-bit ADPCM". Basically FMOD's own implementation of ADPCM (FADPCM), which is pcm (raw audio), but it uses 4 bits in each sample that store the differences instead of the whole 16 bit sample (D in ADPCM meaning Differential), which sounds like it should be lossless but isn't because as people put it, 4 bits can't represent those differences accurately (the A meaning Adaptive).[1] I've tried encoding the wav back to ADPCM in a wav file, which in theory should be lossless and restore the original file size, but it went below the original size (16.6k>16.1k, cant be chalked up to header changes) and also isn't playable in a browser. In my opinion bedrock audio should be kept as a wav for the wiki. We generally keep game files as-is, so it feels disingenuous to have our own compression on bedrock's audio. File size is negligible at kb sizes anyways. Oh yeah, remember how I said most extracted wavs result in higher file sizes? Turns out a few, namely jump sounds and a few other exceptions, are encoded in plain pcm, so the extracted wav is the exact same to hows its stored in the fsb. – Unavailablehoax (talk) 11:26, 9 July 2023 (UTC)