soundsystem-2.0.1.jar
Curse Maven Snippet
What's new
SoundSystem 2.0.1
Compared with 2.0.0. Minecraft 1.21.1, Fabric Loader 0.16.14+.
Before you update
Replace the SoundSystem jar: remove soundsystem-2.0.0.jar from mods/ (two jars of the same mod stop the game from starting) and put soundsystem-2.0.1.jar in its place, on the server and on every client.
Nothing else changes: SoundSystem Lib 0.0.1 or newer and Fabric API are still what it needs, your worlds and saved data load as before, and the network is unchanged.
The DJ table screens, redone
The five tables keep every control and every shortcut; what changes is where things are and how they look.
- The transition is the main panel, the biggest, at the top of every table. On the left are its buttons, the fade, its type, AUTO and AUTO GAIN, and when each deck starts and ends. On the right is the mix itself: the deck going out and the one coming in, superimposed, with the volume curve of each and a time scale.
- All the tracks, under it: a row for each deck with the whole track, where it is (the part played is dark), its cue and hot cues, its loop and how long is left. A click on a row moves to that place, as the old waveform of each deck did.
- The decks no longer have a waveform of their own: they keep the title, the artist, the time, the tempo (on a small screen of its own) and every button.
- Tables 2 to 5 share one arrangement: decks A and C on the left, B and D on the right, the mixer between them, and the effects in a strip under everything. Level 3 had decks and mixer in a row, which left large empty areas once the waveforms moved.
- Tables 4 and 5: the computer's list of tracks is a tall column on the left, from the transition to the bottom: about 23 tracks at once on level 4, about 13 with their covers on level 5. The title and the artist have a column each.
- The SET CUE button is wider, so its name is no longer cut.
Each table in its own material, with its model name on the strip along the top: plastic (level 1), brushed aluminium (2), carbon (3), walnut and brass (4), gold and glass (5).
Controls that look like hardware: buttons lit from above that glow when they are on, knobs with a milled edge and a ring that shows the setting, faders with a grooved cap and a scale, level meters of small lit segments, screens behind glass. These controls are shared, so the racks, the speakers, the show console and the Aim Tool get them too.
Waveforms drawn at the pixels of your screen, not at the units of the interface: a smooth shape with a brighter core, instead of fat bars. Its detail is the one of the track's stored curve (512 points a track), so the zoomed mix of the transition is a soft shape, while the rows of whole tracks are sharp.
Fixed
- LED walls draw their patterns for the whole wall, sized to it and centred on it: before, a wall showed an arbitrary, off-centre cut of the picture, whatever its size. Panels that touch edge to edge on one plane and are driven by the same console are one wall. The dark line between the pixels is the same width everywhere and disappears from afar. The console's preview is drawn the same way.
- The level meter of a channel was wrong on a long track: it read the loudness as if each point of the track's curve were 0.2 s, so past the first minutes it showed the loudness of the end of the track.
- The table screens are drawn as one batch instead of a call to the graphics card for each rectangle: much less work for the game while a table is open.
Known limits
- The same as 2.0.0: only AAC is decoded, protected tracks cannot be played, and creative mode only.
- The screens are made for a window about as tall as the table; in a small window the whole table is scaled down and its lettering gets small. The bigger tables are the tallest.
Downloads: SoundSystem 2.0.1 (this file) and SoundSystem Lib 0.0.1 (unchanged).
This mod has no additional files

