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Sound Physics: Aeronautics

Sound physics for your Sable physics.
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sound-physics-aeronautics-2.0.0.jar

File namesound-physics-aeronautics-2.0.0.jar
Uploaded
Sep 25, 2026
Downloads
1.1K
Size
5.8 MB
Mod Loaders
NeoForge
File ID
8968870
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sound-physics-aeronautics-1596332:8968870"

Learn more about Curse Maven

What's new

Sound Physics Aeronautics 2.0.0

(YOUR CONFIG WILL ONE-TIME REGENERATE UNDER sound_physics_aeronautics!)

SPRA 2.0 is a major overhaul focused on performance, better acoustics, and making the mod far easier to configure. Focused closed-beta testing would suggest that we have essentially solved our performance issues that plagued the alpha. However, you should still thing of SPRA as "shaders for sounds" meaning it is and always will be computationally intensive. 

What's New

  • Massively improved performance. Typical workloads are over 150% faster, with improvements reaching roughly 600% in some previous worst-case scenarios. SPRA should be dramatically more practical to run alongside shaders and larger modpacks.

  • Completely redesigned configuration. The old wall of technical settings has been replaced with a much simpler interface built around features players actually understand. Under the hood, all of those old settings can still be tweaked directly in the config file itself. 

  • Five quality presets: Potato, Low, Medium, High, and Epic, allowing SPRA to scale much more effectively across different hardware. The previous "150% faster" headline refers to Medium, which uses the same defaults as previous versions.

  • Sound through openings has been completely overhauled. Doors, windows, hatches, holes, and other real openings now carry sound much more naturally and reliably, especially on moving ships and aircraft.

  • Major reflection overhaul. Sounds now make much better use of surrounding walls and terrain, making rooms, hangars, streets, valleys, and large machinery feel considerably more spatial and directional. We hooked the upstream SPR reflections into our multipathing system, so you get the muffled source as well as a crisp reflected child.

  • Much better propeller acoustics. Propellers now behave more like large physical sound sources rather than a single point, improving reflections, obstruction, outdoor exposure, and how they sound from inside vehicles.

  • Swivel-bearing propeller support. Nested and variable-pitch rotors (such as helicopter rotors) can now produce proper propeller audio.

  • Sail Windrush. Fast moving sails now produce positional airflow sounds that respond to their size and movement.

  • Major moving-world audio improvements. Sounds on Sable structures are more stable and consistent while structures move, rotate, change, or travel long distances.

  • Improved distant machinery and Distant Horizons support, including more reliable distant-terrain muffling and better handling of machinery far outside normal simulation distance.

  • Large numbers of fixes and compatibility improvements for modded sounds, moving contraptions, audio cleanup, long play sessions, and interactions with other sound-modifying mods. 

Coming in 2.1

Acoustic travel delay and sonic booms are implemented but remain experimental and off by default until 2.1

A large amount of work has already gone into physically delayed moving sounds and supersonic shock waves, but the systems still have remaining issues to resolve. We also want proper original sonic boom audio rather than shipping the current placeholder sounds.

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