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Sound‐Effects

Waterpicker edited this page Jul 21, 2026 · 1 revision

Sound Effects

Packages:

  • org.dimdev.limlib.api.effects.sound
  • org.dimdev.limlib.api.effects.sound.reverb
  • org.dimdev.limlib.api.effects.sound.distortion
  • org.dimdev.limlib.client.effects.sound

A SoundEffects entry defines the sound treatment for a dimension. It can provide reverb, distortion, music, or any combination of the three.

The dynamic registry key is limlib_sound_effects.

Effect Types

ReverbEffect and DistortionEffect are codec-dispatched interfaces. LimLib includes fixed-value implementations for both:

  • StaticReverbEffect
  • StaticDistortionEffect

Additional implementations can register their own effect type and codec.

Reverb

StaticReverbEffect maps directly to OpenAL EFX reverb settings:

  • enabled
  • density
  • diffusion
  • gain
  • gain_hf
  • decay_time
  • decay_hf_ratio
  • air_absorption_gain_hf
  • max_reflections_gain
  • late_reverb_gain
  • reflections_delay
  • late_reverb_delay
  • decay_hf_limit

Distortion

StaticDistortionEffect exposes these OpenAL EFX distortion settings:

  • enabled
  • edge
  • gain
  • lowpass_cutoff
  • eq_center
  • eq_band_width

Filtered Sounds

The static effects skip sounds whose path contains:

  • ui.
  • music.
  • block.lava.pop
  • weather.

They also skip paths beginning with atmosfera or dynmus.

SoundSystemMixin updates the active reverb and distortion filters when a sound starts. It rebuilds them after a sound resource reload.

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