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[DCME] Dynamic Contextual Music Engine

Replaces vanilla music with a dynamic soundtrack that reacts to biomes, time of day, weather, battles, bosses, structures, etc. Fully customizable via resource packs and JSON; no programming required

Modrinth game-mechanics management utility

Описание

![DCME](https://cdn.modrinth.com/data/cached_images/01b9b9dee6008b0f26c013aa879ab02146941d0c.gif) ## **`[DCME]`** Dynamic Contextual Music Engine DCME replaces Minecraft's vanilla music system with a fully dynamic, context-aware soundtrack. Music adapts in real time to what you're doing: exploring, fighting, caving, facing a boss, or watching the credits roll. --- ### Important: Resource Pack Required DCME is a music engine and does not include music tracks. You need a compatible resource pack to hear music in-game. Search for **`[DCME]`** on CurseForge or Modrinth to find community-made soundtracks. If you create a music pack, add **`[DCME]`** to your project title so users can find it. --- ### Contextual Music The mod evaluates dozens of conditions every second and plays the right music for the moment: - **Overworld** - Day, night, dawn, and dusk each have their own soundtrack - **Weather** - Rain triggers a dedicated atmosphere - **Underground** - Caves and the Deep Dark get unique music - **Dimensions** - Nether and The End have distinct soundscapes - **Combat (PVE)** - Dynamic music kicks in when hostile mobs target you - **Combat (PVP)** - Music triggers for both attacker and victim, with team protection and configurable timeout - **Bosses** - Wither, Ender Dragon, and Elder Guardian each have dedicated boss themes - **Screens** - Main menu and credits have their own music ### Smooth Transitions - **3 transition modes** - Crossfade (simultaneous fade), Gap (silence between tracks), or Hybrid (crossfade within same group, gap between groups) - **Combat overlay** - Base music fades to near-silence while combat plays, then resumes where it left off - **Boss fights** - Base music is released during long boss encounters to free resources - **Dimension transitions** - Audio state resets cleanly when entering portals - **End-of-track fade** - Tracks fade out gracefully near the end instead of stopping abruptly ### PVP Combat Detection DCME tracks player-vs-player combat server-side. When a player hits another player, both receive the PVP combat music signal. - Bidirectional - both players get combat music - Team protection - players on the same scoreboard team won't trigger PVP music against each other - Configurable timeout - music stays active for a configurable duration after the last hit (default: 5s) ### Play Once (Smart Groups) Contexts can finish their current track before transitioning, but only within the same group. Changing dimension or going from surface to underground always crossfades immediately. Groups: `overworld_surface`, `overworld_underground`, `nether`, `end`, `screen`, `combat`, `boss` ### Configuration - **JSON config** at `config/dcme.json` - master volume, fade durations, gap between tracks, combat radius, PVP timeout, team protection, per-context toggles, and more - **In-game config screen** via Mod Menu - toggle every context on/off, adjust PVP settings, and change transition modes without editing files - **Per-context overrides** - each context can define its own volume, fade times, and gap duration ### 100% Customizable via Resource Packs - Replace tracks - swap any OGG file via a resource pack - Add new contexts - create JSON files to define new music triggers - Override existing contexts - replace any default context with your own - Custom conditions - biome, dimension, time of day, weather, altitude, sky light, combat, boss, structure, season, advancement, and more See the included example resource pack and datapack for a complete guide. ### Config Folder Overrides Drop context JSONs into `config/dcme/contexts/` to override any context without a resource pack. Highest priority - overrides both defaults and resource packs. ### Third-Party Music Blocking DCME blocks other mods from playing their own music to prevent conflicts. Configurable per-namespace in `config/dcme.json`. Jukebox music is never blocked. --- ### Context Priority System Context | Priority | Layer | Group ---|---|---|--- Ender Dragon | 100 | Override | boss Wither | 95 | Override | boss Elder Guardian | 90 | Override | boss Combat (Warden) | 85 | Override | combat Combat (Generic) | 80 | Override | combat Credits | 70 | Base | screen Menu | 60 | Base | screen Deep Dark | 50 | Base | overworld_underground Underground | 40 | Base | overworld_underground Rain | 38 | Base | overworld_surface Dawn | 22 | Base | overworld_surface Dusk | 22 | Base | overworld_surface Night | 20 | Base | overworld_surface Day / Nether / End | 10 | Base | (varies) --- ### Compatible with - Mod Menu - for in-game config screen - Serene Seasons / Fabric Seasons - season-based music - Sound Physics Remastered, AmbientSounds - PartyAddon and any team mod using scoreboard teams --- Used in the [Legends Reborn: Medieval](https://www.curseforge.com/minecraft/modpacks/legends-reborn-medieval) modpack.