Mod

Ambient Music Additions

Quick rating

Ambient Music Additions

No reviews yet

Allows custom music tracks to be added into the vanilla music rotation at configurable weights, biomes, structures, etc.

No Theme
No Genre
QoL & Tweaks
Music & Sound
Mod Loaders
Fabric
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Required
Server Required

About

Project Details

Type
Mod
License
All Rights Reserved
Latest Version
ambient-music-generator-1.1.jar
Authors
CurseForge
Modrinth

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

Ambient Music Additions allows the addition of custom .ogg tracks to the Vanilla music rotation at configurable weights, with the additional ability to divide the music into categories.  The music can play in specific structures and biomes, modded or otherwise.

----------------------------------------------
UPDATE: 1.1:


A timeRanges argument has been added.  The minTime and MaxTime are the time values in which the track could play, while the label is just for display purposes when using the info command in game.

There are a few options for label:
day
night
dawn
dusk
noon
midnight

"timeRanges": [
{
"label": "night",
"minTime": 12000,
"maxTime": 24000
}
]

Here is what a completed entry looks like with timeRanges included:

{
"soundId": "ambient_music_generator:lost_maze",
"replaceProbability": 1.0,
"weight": 10,
"biomes": [
"minecraft:swamp"
],
"structures": [],
"category": "overworld",
"timeRanges": [
{
"label": "night",
"minTime": 12000,
"maxTime": 24000
}
]
}



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

The Mod will by default create a resource pack folder called "Ambient Music Generator". This should be enabled for everything to function properly.


Inside the music folder of this pack is where you will place your .ogg files for addition.  Inside the sounds folder is sounds.json.

"example_track": {
"sounds": [
{
"name": "ambient_music_generator:music/example_track",
"stream": true
}
],
"subtitle": "subtitles.ambient_music_generator.example_track"
},

Each ogg file from the music folder should be listed in the sounds.json folder like so.  The subtitle field is not required.  The important thing is that "example_track" is replaced with the EXACT name of your .ogg file without the extension.  I.E, if I wanted to add a track called, forest_creatures.ogg, the entry would look like the following:

"forest_creatures": {
"sounds": [
{
"name": "ambient_music_generator:music/forest_creatures",
"stream": true
}
],
"subtitle": "subtitles.ambient_music_generator.forest_creatures"
},


Once sounds.json is configured, another config file exists in the mods config folder, ambient-music-generator.json.


entries in this file look like the following:

{
"customTracks": [
{
"soundId": "ambient_music_generator:far_fields",
"replaceProbability": 1.0,
"weight": 10,
"biomes": [
"minecraft:jungle"
],
"structures": [],
"category": "overworld"
}
]
}

The SOUND ID is the same id used in sounds.json.

The Replace Probability determines how often the song will play instead of a vanilla track, with 1.0 meaning the track will always replace any vanilla options.

The category option allows you to put tracks into a category.  Tracks in the same category will play according to their individual weights, with higher weights making it more likely that a track in a given category will play.  The game will randomly select a category to play music from if it selects a custom track instead of a vanilla one.

Lastly, the biome and structure lists allow you to configure which biomes/structures the music should play in. 

NOTE: Because structure detection is server sided, this mod MUST be installed on both the client and server to function properly in multiplayer.

The mod also adds a few useful commands:

/ambientmusic info: Displays info about the current track playing, the number of custom tracks loaded,  the current structure/biome, and which custom tracks can play in your given situation.

/ambientmusic skip:  Immediately skips to the next music track.  This command works with any vanilla tracks as well and integrates properly with the music frequency option in the game settings.

/ambientmusic reload: Reloads sounds.json and ambient-music-generation.json.

Please notify me of any bugs that occur while playing.  This mod is intended as a useful modpack utility and I welcome its use in any modpack.

Ambient Music Additions allows the addition of custom .ogg tracks to the Vanilla music rotation at configurable weights, with the additional ability to divide the music into categories. The music can play in specific structures and biomes, modded or otherwise.

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

UPDATE: 1.1:

A timeRanges argument has been added.  The minTime and MaxTime are the time values in which the track could play, while the label is just for display purposes when using the info command in game.

There are a few options for label:

day

night

dawn

dusk

noon

midnight

"timeRanges": [
  {
    "label": "night",
    "minTime": 12000,
    "maxTime": 24000
  }
]

Here is what a completed entry looks like with timeRanges included:

{
  "soundId": "ambient_music_generator:lost_maze",
  "replaceProbability": 1.0,
  "weight": 10,
  "biomes": [
    "minecraft:swamp"
  ],
  "structures": [],
  "category": "overworld",
  "timeRanges": [
    {
      "label": "night",
      "minTime": 12000,
      "maxTime": 24000
    }
  ]
}

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

The Mod will by default create a resource pack folder called "Ambient Music Generator". This should be enabled for everything to function properly.

Inside the music folder of this pack is where you will place your .ogg files for addition. Inside the sounds folder is sounds.json.

{
  "example_track": {
    "sounds": [
      {
        "name": "ambient_music_generator:music/example_track",
        "stream": true
      }
    ],
    "subtitle": "subtitles.ambient_music_generator.example_track"
  }
}

Each ogg file from the music folder should be listed in the sounds.json folder like so. The subtitle field is not required. The important thing is that "example_track" is replaced with the EXACT name of your .ogg file without the extension. I.E, if I wanted to add a track called, forest_creatures.ogg, the entry would look like the following:

{
  "forest_creatures": {
    "sounds": [
      {
        "name": "ambient_music_generator:music/forest_creatures",
        "stream": true
      }
    ],
    "subtitle": "subtitles.ambient_music_generator.forest_creatures"
  }
}

Once sounds.json is configured, another config file exists in the mods config folder, ambient-music-generator.json.

entries in this file look like the following:

{
  "customTracks": [
    {
      "soundId": "ambient_music_generator:far_fields",
      "replaceProbability": 1.0,
      "weight": 10,
      "biomes": [
        "minecraft:jungle"
      ],
      "structures": [],
      "category": "overworld"
    }
  ]
}
  • The SOUND ID is the same id used in sounds.json.

  • The Replace Probability determines how often the song will play instead of a vanilla track, with 1.0 meaning the track will always replace any vanilla options.

  • The category option allows you to put tracks into a category. Tracks in the same category will play according to their individual weights, with higher weights making it more likely that a track in a given category will play. The game will randomly select a category to play music from if it selects a custom track instead of a vanilla one.

  • Lastly, the biome and structure lists allow you to configure which biomes/structures the music should play in.

NOTE: Because structure detection is server sided, this mod MUST be installed on both the client and server to function properly in multiplayer.

The mod also adds a few useful commands:

/ambientmusic info: Displays info about the current track playing, the number of custom tracks loaded, the current structure/biome, and which custom tracks can play in your given situation.

/ambientmusic skip: Immediately skips to the next music track. This command works with any vanilla tracks as well and integrates properly with the music frequency option in the game settings.

/ambientmusic reload: Reloads sounds.json and ambient-music-generation.json.

Please notify me of any bugs that occur while playing. This mod is intended as a useful modpack utility and I welcome its use in any modpack.

Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

~1,000
Total Downloads
CurseForge
<1,000
Modrinth
<1,000
Last Updated
CurseForge
Modrinth
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched and imported data for this project from CurseForge or Modrinth. High-traffic and active projects are checked more often.
Next pipeline sync