
Description

Overview
Bloom Audio - World Acoustics makes nearby sound respond to the space around you. Walls, openings, materials and water shape what reaches your ears, from rain outside a sheltered room to music playing around a corridor.
Features
Sound Through the World
- Processes supported jukebox, mob, other-player, projectile, block-interaction and ambient world sounds.
- Accounts for direct obstruction, transmission through materials and nearby connected openings around obstacles.
- Adds directional indirect sound for supported mono sources and filtering for supported stereo sources.
Materials and Insulation
- Changes loudness and tone according to the materials between the source and listener.
- Reduces higher frequencies more strongly while also reducing middle and lower frequencies.
- Accounts for additional absorption along enclosed routes and bends.
- Gives wool strong insulation, with wool carpets using the same layer strength.
- Treats crossed glass panes as a full glass layer while respecting their actual openings.
- Refreshes responses when blocks are placed, removed or changed.
Water and Weather
- Applies underwater muffling when your head is submerged.
- Processes submerged sound sources when you are outside the water, as well as water along a sound's route.
- Makes rain respond to shelter and connected openings.
- Uses exposed water surfaces when evaluating flowing-water ambience.
Usage
Open Options > Music & Sounds and turn World Acoustics on. It is disabled by default.
When Music Systems Overhaul is installed, the same World Acoustics setting appears in its Audio tab.
For diagnostics, use /bloomacoustics coverage for processing summaries or /bloomacoustics sounds for recent sound events.
Compatibility
The mod is client-side; multiplayer servers do not need to install it. Background music, interface sounds and identifiable sounds made by your own player are excluded from environmental processing.
Effects need an audio backend with OpenAL EFX support. Using another environmental audio processor at the same time can cause competing filters.
Known Limitations
The system uses bounded geometric approximations rather than a full physical wave simulation. Room echoes, reverberation and voice-chat processing are not included.
Fast flight combined with sharp turns, and some jukebox range transitions, can briefly lose filtering. Newly loaded areas, complex scenes and very small openings can exceed prepared detail or processing budgets. Sounds without reliable origin information cannot always be identified as belonging to the local player.

