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AudioEnginePlus

AudioEnginePlus is a client-side Fabric mod for Minecraft 1.21.1 that reduces audio CPU and memory overhead while improving stability in busy soundscapes. It layers five optimization phases on top of vanilla's SoundSystem: pooling, deduplication, PCM caching, async updates, LOD/occlusion, and cached PCM replay.

Current release line: 5.0-alpha — feature-complete for core phases; expect tuning in heavy modpacks.

Requirements

Features

Area What it does
Smart pooling Category-priority source tracking and eviction when near OpenAL limits
Deduplication Merges redundant identical sounds in the same chunk section
PCM caching LRU decode cache and session StaticSound cache with native memory tracking
Async processing Off-thread tick computations and optional per-category volume scaling
Audio LOD Distance-based quality: full → mono/downsampled → culled
3D occlusion DDA voxel raycasting with incremental world snapshots and global ray budget
PCM fast path Replays cached PCM via MemoryAudioStream without re-decoding OGG per play
Sound blacklist Regex patterns to exclude sounds from dedup, occlusion, or LOD
Compatibility Disables built-in occlusion when Sound Physics Remastered is present

Installation

  1. Install Fabric Loader for Minecraft 1.21.1.
  2. Add Fabric API and Cloth Config to your mods folder.
  3. Download AudioEnginePlus from releases and place the JAR in mods.
  4. (Optional) Install ModMenu for the configuration screen.

Configuration

Open ModMenu → AudioEnginePlus (Cloth Config). Main sections:

  • Phase 1 — Smart pool limits, deduplication threshold and distance
  • Phase 2 — PCM cache size (MB), critical sound preloading
  • Phase 3 — Async worker threads, category volume scaling
  • Phase 4 — Audio LOD, occlusion rays, cache lifetime, global ray budget
  • Phase 5 — Streaming/static PCM thresholds and preload limits
  • Sound blacklist — Regex patterns (e.g. minecraft:entity.player.*)

Defaults are tuned for vanilla-like play; large farms or PvP may benefit from lowering globalRayBudgetPerTick or dedup thresholds.

Building from source

./gradlew build          # produces JAR in build/libs/
./gradlew runClient      # dev client

See project_map.md for architecture, mixin map, and shutdown order. See AGENTS.md for agent/CI-oriented notes.

Project status

Component Status
Phases 1–4 Integrated and active
Phase 5 (PCM cache replay) Active via AsyncStreamer / MemoryAudioStream
Phase 5 (StreamingBufferQueue) Not yet connected to the sound loader
Automated tests None — manual in-game validation

License

LGPL-3.0 — see LICENSE.


Developed by Winterus

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Advanced audio optimization engine for Minecraft: smart pooling, deduplication, caching, and LOD for peak performance.

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