Fixed:
- Error spam in server consoles when a dummy player (NPC) holds an instrument
Changes
Instruments
Added 2 new instruments:
- Ukulele
- Djem Djem Drum
- Textures, as always, made by the awesome Gen!
Ukulele
- The 3rd and upper octave of the Ukulele serves for chords.
- This behavior can be toggled within the Ukulele's Instrument Options, allowing for an extended 3rd octave (Treble mode).
- MIDI overflow for this instrument cannot surpass the 3rd octave.
Djem Djem Drum
- It makes funny sounds
Advancements
Added 2 new advancements:
Chasing Waves
Play any of the People of the Springs' instruments
Master of the Springs
Play all of the People of the Springs' instruments
Recipes
The following recipes have changed:
- Arataki's Great and Glorious Drum
- Uses Spruce Planks instead of Acacia Planks.
- Floral Zither
- Now matches that of the Ukulele and the Even More Instruments! Guitar
UI Tweaks
- Arataki's Great and Glorious Drum MIDI Options Screen's Dominant Drum Type option is now displayed as a big button instead of a small one
Tags
Added:
genshin/people_of_the_springs
- 4 instrument family tags
instrument_families/brass
instrument_families/percussion
instrument_families/woodwinds
instrument_families/drums
Changes:
- Renamed
genshin_instruments
togenshin/instruments
Fixed:
MIDI
- On some MIDI devices, releasing a note counts as a note being pressed
- Fixes infinite sustain on sustainable instruments (Nightwind Horn)
- Improper MIDI IN device validation (fixes game freezing)
Since RC1:
- Fixed Ukulele & Djem Djem Drum not being apart of the "A Band of One" advancement
Changes
Instruments
Added 2 new instruments:
- Ukulele
- Djem Djem Drum
- Textures, as always, made by the awesome Gen!
Ukulele
- The 3rd and upper octave of the Ukulele serves for chords.
- This behavior can be toggled within the Ukulele's Instrument Options, allowing for an extended 3rd octave (Treble mode).
- MIDI overflow for this instrument cannot surpass the 3rd octave.
Djem Djem Drum
- It makes funny sounds
Advancements
Added 2 new advancements:
Chasing Waves
Play any of the People of the Springs' instruments
Master of the Springs
Play all of the People of the Springs' instruments
Recipes
The following recipes have changed:
- Arataki's Great and Glorious Drum
- Uses Spruce Planks instead of Acacia Planks.
- Floral Zither
- Now matches that of the Ukulele and the Even More Instruments! Guitar
UI Tweaks
- Arataki's Great and Glorious Drum MIDI Options Screen's Dominant Drum Type option is now displayed as a big button instead of a small one
Tags
Added:
genshin/people_of_the_springs
- 4 instrument family tags
instrument_families/brass
instrument_families/percussion
instrument_families/woodwinds
instrument_families/drums
Changes:
- Renamed
genshin_instruments
togenshin/instruments
Fixed:
MIDI
- On some MIDI devices, releasing a note counts as a note being pressed
- Fixes infinite sustain on sustainable instruments (Nightwind Horn)
- Improper MIDI IN device validation (fixes game freezing)
Genshin Instruments v4.0.2
Changes
- Renamed author name to StavWasPlayZ
Fixed
- Background of instruments sometimes appearing at full alpha
- Instrument block entities not getting properly removed
Genshin Instruments v4.0.2
Changes
- Renamed author name to StavWasPlayZ
Fixed
- Background of instruments sometimes appearing at full alpha
- Instrument block entities not getting properly removed
- Defined version range being incorrect
Genshin Instruments v4.0.2
Changes
- Renamed author name to StavWasPlayZ
Fixed
- Background of instruments sometimes appearing at full alpha
- Instrument block entities not getting properly removed
Genshin Instruments v4.0.1
Fixed:
- Opening the instrument settings screen causes improper closing of the instrument
Genshin Instruments v4.0
Hey everyone! Sorry I'm late for the game!
This update introduces the long-awaited Nightwind Horn!
Enjoy thy playings!~
Changes
- Added the Nightwind Horn
- The Nightwind Horn is a sustainable instrument. You can hold it to make a loooong sound!
- The longer you press, the more echo there will eventually be.
- The sound decays after a period of time.
- Textures, as always, made by the awesome Gen!
- Added pitch-fixed note layout variants for ABC and do re mi
MIDI
- MIDI overflows now sound much better more polished.
- Before, it would sample the current sound in the octave; and pitch it by 1 octave.
- Now, the sampled sound is always the highest / lowest in the instrument, pitched by the offset of the note pressed.
- For example, to play C4, we take B3 - then pitch it up by 1 to get C4.
- Previously, would take C3, then pitch it up by 12 to get a C4.
- The default sensitivty level is now 80%
Fixed
- Game crashing for some PCs not using English as their language locale
- Players being seen as not playing and not being heard when joining a world or dimension where a player has already entered playing mode
- Incorrect naming of Arataki's Great and Glorious Drum
- Some instrument option toggles' previous value being discarded on screen refresh
- Some MIDI devices' names having weird whitespaces
- [FABRIC] Mixin conflicts on
Entity#getPersistentData
API Changes
Wayy too many lmao.
If you run into migration problems, feel free to contact me, and I'll help you out resolve it directly. I'll dedicate some time to update the wiki in the future.
Noteable Changes:
- Added the ability to implement custom holdable instruments and sounds via
HeldNoteSoundRegistrar
- All instrument packet utility methods have been moved from the generic
ServerUtil
to their respective sound type packet util classes (NoteSoundPacketUtil
,HeldNoteSoundPacketUtil
). - Added InstrumentScreenRegistry in place of the old "load it yourself" method. See implementation for more details.
- [FABRIC ONLY] To add an item to the Instruments tab, you now must use the
GICreativeModeTabs#addToInstrumentsTab
.- Priority is first given to the Genshin Instruments mod (0), then EMI (1). You should thus set yours starting 3, or (much better) use the
GICreativeModeTabs#getUniquePriority
method to generate your own, consistantly unique priority identifier.- This generator uses
String#hashCode
on your mod ID, so a hash collision may occur? But extroadinarily low chances.
- This generator uses
- This works to resolve the messy instruments tab when using EMI.
- Priority is first given to the Genshin Instruments mod (0), then EMI (1). You should thus set yours starting 3, or (much better) use the
Instrument Events
InstrumentPlayedEvent
is now divided intoNoteSoundPlayedEvent
andHeldNoteSoundPlayedEvent
. The original can still be used to catch all said events.- The
ByPlayer
variants are now integrated into the aforementioned events as anInstrumentPlayedEvent.EntityInfo
optional. - Added
InstrumentOpenStateChangedEvent
. Self-explanatory.
P.S: I'm sorry this took me an eternity.
Though, you have to still consider that I am the only developer and maintainer of this project, so things will have to move my speed.
I'm also a student. And I also have other projects.
As you have seen above, I've made a lot of changes (over the course of ~4 months!) to the core mod, whilst also making sure to keep API compatibility and support for both foreign programmers (if any; else still maintain good code practices) - and the Even More Instruments! mod.
I was not prepared for a sustained instrument to be implemented in Genshin, and I thus also did not consider it from the start that I'll ever have - or need - to do it. (maybe as a nieche concept that never will get implemented bc time.)
Though, evidently, this forced change. And forced change it did.
And if you don't believe me, see it for yourself.
I did not even have the time to play the new summer event :(
Anyways, let's hope that the Natlan instrument doesn't have a new, game-breaking mechanic again.
Else... Yeah, mental teardown.
(Otherwise, addition should be swift! :3)
Genshin Instruments v4.0
Hey everyone! Sorry I'm late for the game!
This update introduces the long-awaited Nightwind Horn!
Enjoy thy playings!~
Changes
- Added the Nightwind Horn
- The Nightwind Horn is a sustainable instrument. You can hold it to make a loooong sound!
- The longer you press, the more echo there will eventually be.
- The sound decays after a period of time.
- Textures, as always, made by the awesome Gen!
- Added pitch-fixed note layout variants for ABC and do re mi
MIDI
- MIDI overflows now sound much better more polished.
- Before, it would sample the current sound in the octave; and pitch it by 1 octave.
- Now, the sampled sound is always the highest / lowest in the instrument, pitched by the offset of the note pressed.
- For example, to play C4, we take B3 - then pitch it up by 1 to get C4.
- Previously, would take C3, then pitch it up by 12 to get a C4.
- The default sensitivty level is now 80%
Fixed
- Game crashing for some PCs not using English as their language locale
- Players being seen as not playing and not being heard when joining a world or dimension where a player has already entered playing mode
- Incorrect naming of Arataki's Great and Glorious Drum
- Some instrument option toggles' previous value being discarded on screen refresh
- Some MIDI devices' names having weird whitespaces
API Changes
Wayy too many lmao.
If you run into migration problems, feel free to contact me, and I'll help you out resolve it directly. I'll dedicate some time to update the wiki in the future.
Noteable Changes:
- Added the ability to implement custom holdable instruments and sounds via
HeldNoteSoundRegistrar
- All instrument packet utility methods have been moved from the generic
ServerUtil
to their respective sound type packet util classes (NoteSoundPacketUtil
,HeldNoteSoundPacketUtil
). - Added InstrumentScreenRegistry in place of the old "load it yourself" method. See implementation for more details.
- [FABRIC ONLY] To add an item to the Instruments tab, you now must use the
GICreativeModeTabs#addToInstrumentsTab
.- Priority is first given to the Genshin Instruments mod (0), then EMI (1). You should thus set yours starting 3, or (much better) use the
GICreativeModeTabs#getUniquePriority
method to generate your own, consistantly unique priority identifier.- This generator uses
String#hashCode
on your mod ID, so a hash collision may occur? But extroadinarily low chances.
- This generator uses
- This works to resolve the messy instruments tab when using EMI.
- Priority is first given to the Genshin Instruments mod (0), then EMI (1). You should thus set yours starting 3, or (much better) use the
Instrument Events
InstrumentPlayedEvent
is now divided intoNoteSoundPlayedEvent
andHeldNoteSoundPlayedEvent
. The original can still be used to catch all said events.- The
ByPlayer
variants are now integrated into the aforementioned events as anInstrumentPlayedEvent.EntityInfo
optional. - Added
InstrumentOpenStateChangedEvent
. Self-explanatory.
P.S: I'm sorry this took me an eternity.
Though, you have to still consider that I am the only developer and maintainer of this project, so things will have to move my speed.
I'm also a student. And I also have other projects.
As you have seen above, I've made a lot of changes (over the course of ~4 months!) to the core mod, whilst also making sure to keep API compatibility and support for both foreign programmers (if any; else still maintain good code practices) - and the Even More Instruments! mod.
I was not prepared for a sustained instrument to be implemented in Genshin, and I thus also did not consider it from the start that I'll ever have - or need - to do it. (maybe as a nieche concept that never will get implemented bc time.)
Though, evidently, this forced change. And forced change it did.
And if you don't believe me, see it for yourself.
I did not even have the time to play the new summer event :(
Anyways, let's hope that the Natlan instrument doesn't have a new, game-breaking mechanic again.
Else... Yeah, mental teardown.
(Otherwise, addition should be swift! :3)
Fixed:
- Opening the instrument settings screen causes improper closing of the instrument
Genshin Instruments v4.0
Hey everyone! Sorry I'm late for the game!
This update introduces the long-awaited Nightwind Horn!
Enjoy thy playings!~
Changes
- Added the Nightwind Horn
- The Nightwind Horn is a sustainable instrument. You can hold it to make a loooong sound!
- The longer you press, the more echo there will eventually be.
- The sound decays after a period of time.
- Textures, as always, made by the awesome Gen!
- Added pitch-fixed note layout variants for ABC and do re mi
MIDI
- MIDI overflows now sound much better more polished.
- Before, it would sample the current sound in the octave; and pitch it by 1 octave.
- Now, the sampled sound is always the highest / lowest in the instrument, pitched by the offset of the note pressed.
- For example, to play C4, we take B3 - then pitch it up by 1 to get C4.
- Previously, would take C3, then pitch it up by 12 to get a C4.
- The default sensitivty level is now 80%
Fixed
- Game crashing for some PCs not using English as their language locale
- Players being seen as not playing and not being heard when joining a world or dimension where a player has already entered playing mode
- Incorrect naming of Arataki's Great and Glorious Drum
- Some instrument option toggles' previous value being discarded on screen refresh
- Some MIDI devices' names having weird whitespaces
- [FABRIC] Mixin conflicts on
Entity#getPersistentData
API Changes
Wayy too many lmao.
If you run into migration problems, feel free to contact me, and I'll help you out resolve it directly. I'll dedicate some time to update the wiki in the future.
Noteable Changes:
- Added the ability to implement custom holdable instruments and sounds via
HeldNoteSoundRegistrar
- All instrument packet utility methods have been moved from the generic
ServerUtil
to their respective sound type packet util classes (NoteSoundPacketUtil
,HeldNoteSoundPacketUtil
). - Added InstrumentScreenRegistry in place of the old "load it yourself" method. See implementation for more details.
- [FABRIC ONLY] To add an item to the Instruments tab, you now must use the
GICreativeModeTabs#addToInstrumentsTab
.- Priority is first given to the Genshin Instruments mod (0), then EMI (1). You should thus set yours starting 3, or (much better) use the
GICreativeModeTabs#getUniquePriority
method to generate your own, consistantly unique priority identifier.- This generator uses
String#hashCode
on your mod ID, so a hash collision may occur? But extroadinarily low chances.
- This generator uses
- This works to resolve the messy instruments tab when using EMI.
- Priority is first given to the Genshin Instruments mod (0), then EMI (1). You should thus set yours starting 3, or (much better) use the
Instrument Events
InstrumentPlayedEvent
is now divided intoNoteSoundPlayedEvent
andHeldNoteSoundPlayedEvent
. The original can still be used to catch all said events.- The
ByPlayer
variants are now integrated into the aforementioned events as anInstrumentPlayedEvent.EntityInfo
optional. - Added
InstrumentOpenStateChangedEvent
. Self-explanatory.
P.S: I'm sorry this took me an eternity.
Though, you have to still consider that I am the only developer and maintainer of this project, so things will have to move my speed.
I'm also a student. And I also have other projects.
As you have seen above, I've made a lot of changes (over the course of ~4 months!) to the core mod, whilst also making sure to keep API compatibility and support for both foreign programmers (if any; else still maintain good code practices) - and the Even More Instruments! mod.
I was not prepared for a sustained instrument to be implemented in Genshin, and I thus also did not consider it from the start that I'll ever have - or need - to do it. (maybe as a nieche concept that never will get implemented bc time.)
Though, evidently, this forced change. And forced change it did.
And if you don't believe me, see it for yourself.
I did not even have the time to play the new summer event :(
Anyways, let's hope that the Natlan instrument doesn't have a new, game-breaking mechanic again.
Else... Yeah, mental teardown.
(Otherwise, addition should be swift! :3)