Audio Engine Tweaks
this mod changes how Minecraft schedules sounds in order to prevent the sound pool to fill up or at least mitigate the effects of a full sound pool
TLDR:
this mod fixes this errors ( log spam too ):
[Render thread/WARN]: Failed to create new sound handle
[Sound engine/WARN]: Maximum sound pool size 247 reached
and prevents the sound pool to overload ( loss of all sounds in game until the pool frees up )
Details:
every tick sound are collected and categorized by sound type ( lower category means higher priority ). each category is also ordered by distance from the player.
depending on the fill level of the sound pool certain sound types are **allowed **to be player otherwise they are skipped
if the sound pool gets full all successive sounds are skipped (~~ should never happen with the threshold rules~~ )
each tick there is a **duplication **check that will allow only a set number instances of the same sound to be played in the same coordinate ( 1 square block ), excess are skipped
sounds of **MASTER **and **MUSIC **Type are allowed to be played instantly ( if requested ) bypassing the priority queue and the duplication check ( this is because they can be requested by the Main Menu or the GUI while the internal server is frozen ) they will still follow the fill level threshold rules. other Categories if requested to be played instantly, will instead be scheduled to the current tick
all the values are editable trough **ModMenu **config page or by **manually **editing the config file
Defaults:
MASTER cat 0 and always allowed
VOICE cat 0 and always allowed
PLAYERS cat 1 and up to 95%
HOSTILE cat 2 and up to 90%
BLOCKS cat 3 and up to 80%
MUSIC cat 4 and up to 70%
RECORDS cat 4 and up to 70%
NEUTRAL cat 5 and up to 60%
WEATHER cat 6 and up to 50%
AMBIENT cat 6 and up to 50%
maxDuplicatedSounds : 5
PS:
if you read all the way down here and you want to use this mod , you can try inverting the priority categories while keeping the same thresholds that will allow sounds from all the categories to play while avoiding overload by skipping the sounds that are too far from you
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