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Plantilla:Traducción en proceso

Este artículo trata sobre los sonidos que se reproducen de fondo de forma semialeatoria durante una partida. Para el sonido generado por el agua al fluir (llamado "water ambience"), véase Agua. Para el ambient-genre music reproducido durante una partida, véase Música.

El ambiente (Ambience, ambience sounds o ambient sounds en inglés) son los sonidos reproducidos en Minecraft bajo condiciones específicas. El ambiente fue diseñado por C418 y Samuel Åberg. Actualmente, hay 167 sonidos de ambiente incluidos en el juego.

El ambiente se divide en diferentes grupos de sonidos ambientales que se reproducen bajo la misma condición o condiciones. Actualmente, los diferentes grupos son "cueva", "submarino" y "Nether".

El volumen de los sonidos ambientales puede modificarse individualmente usando la opción de "Música y sonidos" del menú de Opciones, gracias a la barra "Ambiente/Entorno". Sin embargo, esto también afectará a otros sonidos, como los cohetes de fuegos artificiales.

Se pueden reproducir todos los sonidos de ambiente usando el comando /playsound minecraft:<nombre de código>. Todos los nombres de código para sonidos ambientales comienzan con ambient.<unique code name>.

Recuerda que el jugador deberá escribir el comando y más variables para que se ajuste al sonido buscado. Para más información, revisa la sección de comandos de reproducción de sonidos.

Ambiente de cueva

El ambiente de cueva (también conocido como "sonidos de cueva" o "sonidos extraños", de acuerdo con los subtítulos del juego) es el conjunto de sonidos que se reproducen ocasionalmente cuando el jugador está en una zona subterránea o en una zona oscura, en función del algoritmo de estado de ánimo.

Los sonidos del ambiente de cueva pueden reproducirse en todos los biomas, excepto en el Nether, siempre y cuando haya una cueva o una zona lo suficientemente oscura.

El nombre del código del ambiente de cueva esambient.cave. Hay 19 sonidos de ambiente de cueva en total.

Lista
Nombre Sonido Descripción
Cueva 1 A whistling sound with reverb.
Cueva 2 A dissonant high-pitched hum.
Cueva 3 A low hum.
Cueva 4 Resembles wind or venting gas from far away with reverb.
Cueva 5 Changing dissonant notes.
Cueva 6 A low airy hum.
Cueva 7 A low hum with slight vibrato
Cueva 8 Resembles low eerie wind with reverb.
Cueva 9 A low hum with a doppler effect
Cueva 10 Resembles a screeching violin with soft, low-pitched whooshes in the background.
Cueva 11 Resembles whooshing wind.
Cueva 12 A quick low whooshing sound.
Cueva 13 Resembles wind or breath.
Cueva 14 Resembles low glitching wind.


Este archivo de sonido tiene la forma de la cara de un creeper si se coloca en un espectrograma.

Cueva 15 Resembles wind with a hum.
Cueva 16 Resembles a metallic object tumbling nearby
Cueva 17 Eerie tones with a sudden crescendo and some metallic sounds.
Cueva 18 Resembles low creaking and something metallic.
Cueva 19 A dissonant chord with reverb layered with a clicking noise.

Ambiente submarino

Plantilla:Exclusive

No debe confundirse con el sonido producido por el agua al fluir.

El ambiente submarino Underwater ambience es el conjunto de sonidos que se reproducen ocasionalmente mientras la cabeza del jugador esté metida debajo del agua. Hay 22 sonidos de ambiente submarino en total.

Se pueden oír dentro de cuerpos de agua de cualquier tamaño y en cualquier dimensión.

El ambiente submarino se divide en dos grupos: "bucles" (Loop) y "adiciones a bucles" (Loop Additions). Ambos se reproducen independientemente del otro, siempre y cuando estés bajo el agua. Además, las "adiciones a bucles" se subdividen en otros tres grupos más.

El nombre de su código es ambient.underwater.<group code name>

Note that Rare Loop Addition's and Ultra Rare Loop Addition's rarity is exaggerated in their name. Their names are derived from their in-game code names.
Grupo Información Nombre de código
Bucle Se reproducen indefinidamente mientras el personaje esté bajo el agua ambient.underwater.loop
Adiciones a bucles Se reproducen con una probabilidad normal mientras estás bajo el agua ambient.underwater.loop.additions
Adiciones a bucles (raro) Se reproducen con baja probabilidad mientras estás bajo el agua ambient.underwater.loop.additions.rare
Adiciones a bucles (ultrarraro) Se reproducen con muy baja probabilidad mientras estás bajo el agua ambient.underwater.loop.additions.ultra_rare
List
Name Sound Group
Underwater Ambience Loop
Bubbles 1 Loop Additions
Bubbles 2
Bubbles 3
Bubbles 4
Bubbles 5
Bubbles 6
Water 1
Water 2
Animal 1 Rare Loop Additions
Bass Whale 1
Bass Whale 2
Crackles 1
Crackles 2
Driplets 1
Driplets 2
Earth Crack
Animal 2 Ultra Rare Loop Additions
Dark 1
Dark 2
Dark 3
Dark 4

Ambiente "Nether"

Nether ambience plays while the player is in the Nether. Each biome has its own unique ambience. There are 126 different nether ambience sounds in total.

Nether ambience is divided into three groups: "Loop", "Loop Additions", and "Mood", all of which play independently of each other while the player is in the Nether.

Its code name is ambient.<biome>.<group code name>

Group Info Code Name
Loop Plays in never-ending loop for as long as player is in the biome ambient.<biome>.loop
Loop Additions Plays commonly while the player is in the biome ambient.<biome>.additions
Mood Plays once at least every 6000 ticks while the player is in the biome, based on the mood algorithm ambient.<biome>.mood

Basalt Deltas ambience

List
Name Sound Group
Basalt Deltas Ambience Loop
Basalt deltas active 1 Loop Additions
Basalt deltas active 2
Basalt deltas active 3
Basalt deltas active 4
Basalt Deltas Basalt Ground 1
Basalt Deltas Basalt Ground 2
Basalt Deltas Basalt Ground 3
Basalt Deltas Basalt Ground 4
Basalt Deltas Click 1
Basalt Deltas Click 2
Basalt Deltas Click 3
Basalt Deltas Click 4
Basalt Deltas Click 5
Basalt Deltas Click 6
Basalt Deltas Click 7
Basalt Deltas Click 8
Basalt Deltas Debris 1
Basalt Deltas Debris 2
Basalt Deltas Debris 3
Basalt Deltas Heavy Click 1
Basalt Deltas Heavy Click 2
Basalt Deltas Long Debris 1
Basalt Deltas Long Debris 2
Basalt Deltas Plode 1
Basalt Deltas Plode 2
Basalt Deltas Plode 3
Basalt Deltas Twist 1
Basalt Deltas Twist 2
Basalt Deltas Twist 3
Basalt Deltas Twist 4

Crimson Forest ambience

List
Name Sound Group
Crimson Forest Ambience Loop
Crimson Forest Addition 1 Loop Additions
Crimson Forest Addition 2
Crimson Forest Addition 3
Crimson Forest Particles 1
Crimson Forest Particles 2
Crimson Forest Particles 3
Crimson Forest Shine 1
Crimson Forest Shine 2
Crimson Forest Shine 3
Crimson Forest Shroom 1
Crimson Forest Shroom 2
Crimson Forest Shroom 3
Crimson Forest Twang 1
Crimson Forest Voom 1
Crimson Forest Voom 2
Crimson Forest Mood 1 Mood
Crimson Forest Mood 2
Crimson Forest Mood 3
Crimson Forest Mood 4

Nether Wastes ambience

List
Name Sound Group
Nether Wastes Ambience Loop
Nether Wastes Addition 1 Loop Additions
Nether Wastes Addition 2
Nether Wastes Addition 3
Nether Wastes Addition 4
Nether Wastes Addition 5
Nether Wastes Addition 6
Nether Wastes Addition 7
Nether Wastes Addition 8
Nether Wastes Dark 1
Nether Wastes Dark 2
Nether Wastes Ground 1
Nether Wastes Ground 2
Nether Wastes Ground 3
Nether Wastes Ground 4
Nether Wastes Mood 1 Mood
Nether Wastes Mood 2
Nether Wastes Mood 3
Nether Wastes Mood 4
Nether Wastes Mood 5

Soul Sand Valley ambience

List
Name Sound Group
Soulsand Valley Ambience Loop
Soulsand Valley Sand 1 Loop Additions
Soulsand Valley Sand 2
Soulsand Valley Sand 3
Soulsand Valley Voices 1
Soulsand Valley Voices 2
Soulsand Valley Voices 3
Soulsand Valley Voices 4
Soulsand Valley Voices 5
Soulsand Valley Whisper 1
Soulsand Valley Whisper 2
Soulsand Valley Whisper 3
Soulsand Valley Whisper 4
Soulsand Valley Whisper 5
Soulsand Valley Whisper 6
Soulsand Valley Whisper 7
Soulsand Valley Whisper 8
Soulsand Valley Wind 1
Soulsand Valley Wind 2
Soulsand Valley Wind 3
Soulsand Valley Wind 4
Soulsand Valley With 1
Soulsand Valley Mood 1 Mood
Soulsand Valley Mood 2
Soulsand Valley Mood 3
Soulsand Valley Mood 4

Warped Forest ambience

List
Name Sound Group
Warped Forest Ambience Loop
Warped Forest Addition 1 Loop Additions
Warped Forest Addition 2
Warped Forest Addition 3
Warped Forest Addition 4
Warped Forest Addition 5
Warped Forest Addition 6
Warped Forest Enish 1
Warped Forest Enish 2
Warped Forest Enish 3
Warped Forest Help 1
Warped Forest Help 2
Warped Forest Here 1
Warped Forest Here 2
Warped Forest Here 3
Warped Forest Mood 1 Mood
Warped Forest Mood 2
Warped Forest Mood 3
Warped Forest Mood 4
Warped Forest Mood 5
Warped Forest Mood 6
Warped Forest Mood 7
Warped Forest Mood 8
Warped Forest Mood 9
Warped Forest Creak 1
Warped Forest Creak 2
Warped Forest Creak 3
Warped Forest Creak 4
Warped Forest Creak 5

Algoritmo de estado de ánimo

Mood ambience sounds occur based on a "mood" percent value between 0–100. The mood increases when the player is in a cave or in a dark place, and decreases otherwise. When the mood reaches 100%, one of the sounds plays randomly, resetting the mood to 0% and thus restarting the cycle. The darker it is, and the more non-transparent blocks there are, the quicker the mood increases. en Java Edition, the current mood value appears on the debug screen.

This is the simplified algorithm for computing this value in pseudocode:

updateMood(mood):
    tickDelay = 6000
    maxLightLevel = 15
    block = select a random block in a 17×17×17 block cube centered around the player
    skyLight = block.getSkyLightLevel()

    if (skyLight > 0):
        mood = mood - (skyLight / maxLightLevel) * 0.015
    else:
        blockLight = block.getBlockLightLevel()
        mood = mood - (blockLight - 1) / tickDelay
    
    if (mood ≥ 1.0):
        player.playSpookySound()
        mood = 0.0
    else if (mood < 0):
        mood = 0.0

This method is called once every tick. It selects a random block in a 17×17×17 area centered around the player's eye position, and alters the mood value accordingly:

  • If the selected block has sky light, it decreases the mood by 11000 per sky light level.
  • If it has a block light level above 1, it decreases the mood value by (block light level - 1)6000.
  • If the block light level is 0, it increases the mood value by 16000.

This means that if you are in complete darkness and there are no lit blocks around you, an ambient noise will play every 6000 ticks (5 minutes).

Since non-transparent blocks are considered to have a sky and block light level of 0, the mood value increases especially fast if you're in a cave.

Historial

Java Edition Alpha
v1.0.3Added 13 different cave ambient sounds.
Java Edition
1.2.112w07aThe map format was updated to the Anvil format, which now allows ambience to be heard in multiplayer.
Cave Ambience was known to play only in 3×3×3 spaces or larger, but it's been heard playing in spaces of smaller size.
1.915w43aAdded cave sound 14.
1.10pre2Added cave sounds 15 and 16.
1.1217w13aAdded cave sounds 17 and 18.
1.1318w02aAdded cave sound 19.
18w10aAdded 22 different underwater ambient sounds.
1.1620w10aAdded 95 different nether ambient sounds for the nether wastes, crimson forest, warped forest,and soul sand valley.
Cave sounds can no longer be played at different pitches. Prior to this snapshot, Cave 1, 5, and 13 could be heard at pitches ranging from 0.65× to 1.0× the base pitch.
20w12aThere is now a new mood detection algorithm for cave ambience. Two factors increase the mood gradually: Being underground and being in low light levels. The mood works by increasing or decreasing the percentage between 0% and 100%, and when it reaches 100%, cave ambience plays. The percentage can be seen in the debug screen.
20w15aAdded 31 new ambient sounds for the basalt deltas. 9 more ambient sounds are reused.
Bedrock Edition
1.16.0beta 1.16.0.57Added cave and mood nether ambience.
beta 1.16.0.59The frequency of cave and nether ambience has been tweaked.
1.16.210beta 1.16.210.50Added more nether ambience for the nether wastes, crimson forest, warped forest, basalt delta and soul sand valley.
Legacy Console Edition
TU12CU1 1.0 Patch 11.0.1Added 13 different cave ambient sounds.
TU25CU14 1.17 Added an option to disable or enable ambient cave sounds.
TU43CU33 1.36 Patch 13Added cave sounds 15 and 16.
TU46CU36 1.38 Patch 15Added cave sound 14.
TU54CU44 1.52 Patch 241.0.4Added cave sounds 17 and 18.
TU69 1.76 Patch 38Added cave sound 19.

Problemas

Plantilla:Issue list

Curiosidades

Sound14 spectrogram

Cave 14 viewed in a spectrogram.

  • When "Cave 14" is viewed in a spectrogram, it appears to show the face of a creeper.
  • Cave ambience is the only ambience that has subtitles.
  • "Warped Forest Additions 1-5" are a mix of vanilla Enderman sounds and those of the Enderman from Minecraft Dungeons.
  • "Warped Forest Mood 9" is actually a slowed-down and reverberated idle sound of the witch.
  • In the End, due that End ambience sounds are not yet introduced to play separate ambience sounds in that dimension, hence that the Overworld cave ambience sounds could be played in the End.[1]

Ver también

Referencias

  1. Plantilla:Bug
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