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Sound Radar — accessibility build

A visual danger radar for deaf and hard-of-hearing players: hostile mobs appear as red dots around your crosshair, and blink with water-like waves the moment they notice you. Client-side, no sound needed.
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soundradar-0.14.3.jar

File namesoundradar-0.14.3.jar
Uploader
xGopnikxGopnik
Uploaded
Nov 11, 2026
Downloads
6
Size
77.0 KB
Mod Loaders
Fabric
File ID
9554390
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

Fabric

modImplementation "curse.maven:sound-radar-accessibility-build-1793294:9554390"

Learn more about Curse Maven

What's new

# Changelog – Sound Radar

All changes to the mod. The Modrinth page only links to this file; paste the
matching section into the "changelog" field when uploading a version.

This file is maintained **in English only**.

---

## 0.14.3 – Glow without stripes

**Fixed**
- **Dark vertical stripes** inside the glow: columns were computed from
  floating-point positions and then rounded, so neighbouring columns sometimes
  overlapped (brighter) or left a 1-px gap (dark, no red). The glow is now drawn
  **row by row** – every row is one continuous rectangle, so gaps cannot happen.
- **Horizontal steps in depth**: 12 coarse bands (~8 px each) replaced by
  **1-px rows** with a continuous alpha falloff.

**Changed**
- Shape is now a **half ellipse** on the edge (`width × sqrt(1 − t²)`) with soft
  ends: three segments per row (30 % / 40 % / 30 %), the outer ones at 35 %
  opacity.
- Default glow width raised to 200 px so the half circle reads as such.

---

## 0.14.2 – Edge glow as a local spot

**Changed**
- The edge glow is no longer a band across the whole edge but a **local spot
  exactly in the direction of the mob**, placed where the ray from the screen
  centre hits the border – clipped by the edge it looks like a half circle.
- Gradient smoothed on both axes: Gaussian along the edge (σ = 0.34), 12 steps in
  depth with `(1 − v)^1.6`.
- New setting **`glowSpread`** (glow width, 40–400 px, slider on the Warnings
  page, default 160). `glowWidth` remains the depth (24–240 px).

**Unchanged**
- The marker with its ripples stays in the radar – the glow is the second,
  peripheral warning at the edge.

---

## 0.14.1 – Edge glow fixed

**Fixed**
- **Vertical direction was inverted**: a mob in front of you lit the bottom edge
  instead of the top. Now: front (0°) → top, right (90°) → right edge,
  behind (180°) → bottom, left (−90°) → left edge.
- **Visible stripes** in the gradient: it consisted of 28 wide bars with hard
  alpha steps. Now 1-px steps with a quadratic falloff – smooth, no banding.

**New**
- **Glow depth adjustable** (`glowWidth`, 24–240 px, slider under Warnings).
  Default 90 px; strength (`glowStrength`) stays separate.
- The gradient uses the **danger red of the dots** (`dotColor`) as default
  colour – changeable through the dot colour.

---

## 0.14.0 – Full feature round: look, warnings, language

**New – look**
- **Ring colour freely selectable** (palette: white, red, amber, green, blue,
  pink, black) – applies to ring, edge line and frame.
- **Opacity in percent** for rings (`ringOpacity`) and dots (`dotOpacity`),
  ring **thickness** in pixels – all three as sliders in the screen.
- **Distance of the safe-zone ring** now adjustable (`edgeRingInset`,
  0–40 px, slider) instead of a fixed 2 px.
- **Outer and inner frame** switchable independently (`frameDrawOuter`,
  `frameDrawInner`).
- **High contrast**: dark outline around lines and dots.

**New – warnings**
- **Critical warning** for very close aggro mobs (default **7 blocks**,
  slider 2–20): bigger dot, twice as fast blinking, thicker ring.
- **Edge glow**: soft light at the screen edge towards the threat
  (strength 0–100 %).
- **Distance label** in metres next to the nearest aggro mob.
- **Mob glyphs**: 3×3 icon of the mob type (zombie, skeleton, creeper, spider,
  illager) inside the dot – recognisable without colour perception.
- **Buffer ring**: additional ring showing the sight range of the nearest mob.

**New – language**
- `languageMode` with `auto` (follows the game language), `en`, `de`.
  A forced language reads the mod's own language files (`Lang.java`) because
  vanilla cannot switch languages per mod.
- All new texts exist in `en_us.json` and `de_de.json` (143 keys each, fully in
  sync).

**New – structure**
- Settings screen with **four pages**: Radar · Look · Warnings · Advanced
  (tabs at the top). Sliders for all continuous values.
- Commands: `lang`, `profile` (standard/mining/nether/pvp), `explain`,
  `ringcolor`, `ringopacity`, `dotopacity`, `glowstrength`, `edgeinset`,
  `criticalblocks`, `critical`, `glow`, `distance`, `glyphs`, `buffer`,
  `contrast`, `frameouter`, `frameinner`.

**Deliberately not implemented**
- A connection line from the crosshair to the mob (ESP-like, considered a cheat
  on servers).
- Controller rumble (would need real hardware to test).

---

## 0.13.2 – Edge and band fixes

**Changed**
- The edge ring in `edge` mode now sits **2 px from the window edge** instead of
  `edgeMargin` px (default was 12). `edgeMargin` only affects the markers, not
  the line. Still switchable via `edgeDrawRing`.

**Fixed**
- In `frame` mode the markers ended up **inside the inner frame** instead of in
  the band: the position was wrongly scaled with distance. All markers now sit on
  a **fixed radius in the middle of the band**; distance is encoded only through
  dot size (`frameScaleByDistance`).
- The preview in the settings screen uses identical maths (same band centre,
  same edge ring).

---

## 0.13.1 – Menu polish

**Changed**
- The game now **pauses** while the settings screen is open
  (`isPauseScreen = true`).
- The HUD is **no longer drawn while any screen is open** – the ring around the
  crosshair disturbed the preview.
- The preview is now centred **exactly on the screen centre** and draws a
  crosshair in all three modes, so the position can be compared 1:1.

**New**
- `CHANGELOG.md` (this file) as the single source for changes.

---

## 0.13.0 – Three display modes

**New**
- `displayMode`: `crosshair` (ring around the crosshair), `edge` (the screen edge
  is the ring, markers scale outward), `frame` (frame plus band at the edge, the
  centre stays free).
- Edge line either as rectangle or as **inscribed ellipse** (`edgeRingStyle`).
- Band width 32–68 px (`frameInset`), distance inside the band through dot size
  (`frameScaleByDistance`).
- `avoidHud`: markers are pushed inwards out of hotbar, chat and minimap corner.
- `edgeMargin`: minimum distance of markers from the window edge.

**Changed**
- The settings screen only shows the options of the active mode and adapts row
  spacing to the window height.
- Commands: `mode`, `ringstyle`, `edgemargin`, `inset`, `edgering`, `framescale`,
  `avoidhud`.

---

## 0.12.0 – Fully English UI

**Changed**
- All visible texts (screen, buttons, tooltips, command feedback, log lines) live
  in language files; `en_us.json` is the reference, `de_de.json` the complete
  German translation.
- No visible string literal left in the Java code.
- Mod description in `fabric.mod.json` switched to English.

---

## 0.11.0 – Crisp edges, 1:1 preview, developer mode

**New**
- **Developer mode**: balancing values (range, view cone, line of sight, height
  threshold, quality, marker limit) are locked and unlocked with a checkbox in
  the screen (`/soundradar dev on|off`).
- **Quality: High/Fast** – High = anti-aliased, Fast = arc segments
  (~2.6× fewer draw commands).

**Fixed**
- Anti-aliasing restored: ring, dots and ripples are drawn with edge coverage
  again (no more pixel stairs).
- The preview in the screen is now **1:1** (real radius, real dot size).

---

## 0.10.0 – Tick-based animation

**Changed**
- All animations run on the game clock in **ticks** (20/s) instead of wall-clock
  milliseconds – they match the world and stop on pause or `/tick freeze`.
- Mob positions are read every **2 ticks (100 ms)** but **interpolated every
  frame** – smooth motion with 10 reads per second.
- Line of sight (raycast) only every **5 ticks (250 ms)**, cached in between
  (−60 % raycasts).
- Values centralised in `Ticks.java`: blink 4 ticks, waves 20 ticks, ring pulse
  3 ticks, ping lifetime 30 ticks, max 24 markers.

---

## 0.9.0 – Performance fix

**Fixed**
- **Massive frame drops**: the HUD produced ~6,500 draw commands per frame
  (~390,000/s at 60 fps). Now ~520 (`/soundradar perf` shows the real number).
- Row spans merged into a single command, circles drawn as arc segments, dots
  without edge blending.
- Background disc off by default (it alone cost ~200 commands).

**New**
- `/soundradar perf` – draw commands of the last frame.

---

## 0.8.0 – Mod Menu

**New**
- **Mod Menu integration**: "Configure" opens the settings screen
  (`RadarModMenu implements ModMenuApi`).
- Screen with **live preview**, one-line explanation per option and
  **Save / Reset / Cancel** (working copy of the config).
- Every setting additionally available as a command.

---

## 0.7.0 – Full command set

**New**
- Every setting as a client command (`/soundradar`, alias `/sr`), including
  `radius`, `range`, `size`, `cone`, `height`, `color`, toggles and presets.

---

## 0.6.0 – Line of sight is mandatory

**Fixed**
- Mobs pulsed through walls because `Mob#isAggressive` was checked before the
  sight test. Now: distance → view cone → **line of sight** (mandatory).
- The aggro flag only widens the cone (to 75°), it never replaces the sight test.

---

## 0.5.0 – Live markers, screen, waves

**New**
- Hostile mobs shown live as dots (not just sounds).
- Settings screen (key `O`), colour palette, aggro ripples.
- Anti-aliased circles, black outline around the dots.

**Fixed**
- Aggro was never detected: `Mob#getTarget` is server-side and never synced to
  the client → own heuristic (follow range, view cone, line of sight).

---

## 0.3.0 – First public release

**New**
- Ring around the crosshair with sound pings (direction + distance).
- Client-side only, Fabric, MC 26.3.

---

## Planned

- Multi-version support (1.21.1 / 1.21.4 / 1.21.5) via Stonecutter adapters.
- Quilt test (loads Fabric mods; loader for 26.3 is currently beta only).
- Optional: NeoForge adapter.

This mod has no additional files