Presence Footsteps Mod — Guide
Acoustic Material Profiles
The mod categorizes blocks into distinct acoustic profiles. Below is a table of common material behaviors:
| Material Category | Acoustic Behavior | Example Blocks |
|---|---|---|
| Solid | Sharp, resonant impacts with high frequency. | Stone, Bricks, Ore Blocks |
| Wood | Hollow, creaky, and resonant sounds. | Planks, Logs, Fences |
| Messy | Soft, rustling, and multi-layered sounds. | Leaves, Grass, Tall Grass |
| Organic | Muffled, thumping, or crunching sounds. | Dirt, Gravel, Sand |
| Metallic | High-pitched clinking and ringing. | Iron Blocks, Hoppers, Anvils |
| Fragile | High-pitched snapping or shattering. | Glass, Ice, Glowstone |
| Liquid | Splashing, wading, and bubbling sounds. | Water, Lava (with heat modifiers) |
Movement and Stances
The mod dynamically adjusts audio based on the player's physical state and movement speed:
- Sprinting: Increases the volume and pitch of footsteps, adding a "heavy" impact acoustic to simulate the force of running.
- Crouching: Significantly muffles footstep sounds, often removing the "impact" layer entirely to simulate stealthy movement.
- Jumping: Plays a distinct "take-off" sound based on the material.
- Landing: Plays a heavy impact sound upon hitting the ground. The intensity of the landing sound depends on the fall distance.
- Swimming/Wading: When in water, the mod replaces standard footsteps with splashing and underwater muffled thuds.
Technical Implementation
Presence Footsteps uses a data-driven approach to sound mapping. This allows for high compatibility with other mods and resource packs.
Block Maps
The blockmap.json file maps internal Minecraft block IDs to specific acoustic names. For example:
"minecraft:oak_planks": "wood"
"minecraft:grass_block": "grass"
Acoustics Definitions
The acoustics.json file defines what sounds are played for each acoustic name. It specifies the sound files, their pitch range, volume range, and whether they should be played as a "step" or a "walk."
Resource Pack Integration
Users can create custom resource packs to change the sounds or add support for blocks from other mods. By placing a presencefootsteps folder inside a resource pack, players can override the default blockmap.json and acoustics.json to customize their audio environment entirely.
Core Mechanics
The mod operates by intercepting the game's footstep logic and replacing it with its own "Acoustic Engine." This engine evaluates several factors before playing a sound:
Acoustic Mapping
Every block in the game is mapped to one or more "Acoustics." An acoustic is a set of sound files and parameters that define how a material sounds. For example, a grass block isn't just a single sound; it is a combination of organic rustling, dirt crunching, and blade snapping.
Step vs. Walk Sounds
Presence Footsteps distinguishes between different types of foot-to-ground contact: * Steps: The primary impact sound when a foot hits the ground. * Walks: Subtle shuffling or sliding sounds that occur between steps, providing a continuous sense of motion. * Stutters: Occur when the player makes very small movements or turns in place.
Layered Audio
The engine can play multiple acoustics simultaneously. If a player walks on a carpet placed over a wooden floor, the mod will blend the muffled fabric sound with the resonant creak of the wood underneath.
Armor and Equipment Sounds
Presence Footsteps adds a layer of audio for the equipment the player is wearing. This sound is played on top of the footstep sounds and varies based on the armor's material.
- Heavy Armor (Iron, Diamond, Netherite): Produces a rhythmic metallic clanking and rattling sound, simulating the weight of the plates.
- Medium Armor (Chainmail, Gold): Features a lighter jingling or metallic rustle.
- Light Armor (Leather): Produces a soft leather-on-leather rubbing sound.
- No Armor: Only the base footstep sounds are heard.
These sounds scale with movement speed; sprinting will result in more aggressive equipment noise than walking or crouching.