SnAssets Library - Engines

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SnAssets Library - Engines

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A library containing engine sounds from my mods, for others to reference freely!

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Minecraft
26.2

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SnAssets - Engines - V1
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SnAssets Asset Library - Engines

The SnAssets Engine Library is a collection of many of my assets I regularly use in my own projects, now compact for any other modder to use by making this project a dependency and referencing assets via JSON!

SnAssets Engines is the optional engine-sound companion library for the original General SnAssets.

This pack contains 400+ car, plane, helicopter and tank engine audios, including idle loops, low/high rev sounds, interior/exterior variants, startup/cranking/stopping sounds, sputter sounds, and vehicle-specific engine sets such as for a VW Transporter, Mustang, and related engine audio.

Use it by adding `snassets_engines` as a dependency and referencing its sounds from your mod's JSON or code.

SN Assets is a cross-loader Minecraft asset library for other mods to use. It contains reusable textures, particle sprites, sounds, and other asset folders under the namespace:

snassets_engines

How to use (simplified):

  • Add SnAssets - Engines as a dependency for your mod.
  • Reference sound files through your own sounds.json, for example: "snassets_engines:engines/camaro/example"
  • SnAssets also includes its own generated sounds.json, so sound IDs can be referenced directly where the loader/API supports that.

Do not copy assets out of this library.

It is fine to make SnAssets - Engines a dependency and reference assets via JSON or code.
It is prohibited to take the actual OGG, or other asset files from this library and paste, bundle, or redistribute them inside your own mod.

Detailed how to use:

SnAssets Engines - How to reference engine sounds from another mod
===================================================================

Mod id / namespace:

    snassets_engines

SnAssets Engines is an asset library. Your mod should depend on it, then reference its sounds by namespace.
Do not copy the actual OGG files into your own mod.


1. Referencing engine sounds
----------------------------

Engine sound files are located here inside SnAssets Engines:

    snassets_engines:engines/...

SnAssets Engines also includes:

    assets/snassets_engines/sounds.json

That file defines sound event IDs for all included OGG files.

Example SnAssets Engines sound file:

    assets/snassets_engines/sounds/engines/camaro/example.ogg

Generated sound event ID:

    snassets_engines:engines/camaro/example

Do not include ".ogg" when referencing sounds.


Recommended compatibility method
--------------------------------

For best compatibility, define your own sound event in your mod and point it at the SnAssets Engines OGG file.

Example file in your mod:

    assets/examplemod/sounds.json

{
      "vehicle.engine.example": {
        "sounds": [
          "snassets_engines:engines/camaro/example"
        ]
      }
    }

Your mod would then play:

    examplemod:vehicle.engine.example

This lets your mod own the sound event while SnAssets Engines provides the actual audio file.


2. Dependency examples
----------------------

Fabric fabric.mod.json:

    {
      "depends": {
        "snassets_engines": "*"
      }
    }

Forge / NeoForge mods.toml:

    [[dependencies.examplemod]]
        modId="snassets_engines"
        mandatory=true
        versionRange="[1.0.0,)"
        ordering="NONE"
        side="BOTH"

Replace "examplemod" with your own mod id.


3. Usage rule
-------------

Allowed:

    Make SnAssets Engines a dependency and reference its sounds through JSON or code.

Not allowed:

    Taking OGG files out of SnAssets Engines and pasting, bundling, or redistributing them inside your own mod.

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