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Improve core.sound_play with ephemeral sounds and player exclusion
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@@ -98,6 +98,7 @@ struct ServerSoundParams
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v3f pos;
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u16 object = 0;
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std::string to_player = "";
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std::string exclude_player = "";
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v3f getPos(ServerEnvironment *env, bool *pos_exists) const;
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};
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@@ -209,7 +210,8 @@ public:
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// Returns -1 if failed, sound handle on success
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// Envlock
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s32 playSound(const SimpleSoundSpec &spec, const ServerSoundParams ¶ms);
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s32 playSound(const SimpleSoundSpec &spec, const ServerSoundParams ¶ms,
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bool ephemeral=false);
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void stopSound(s32 handle);
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void fadeSound(s32 handle, float step, float gain);
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@@ -646,7 +648,8 @@ private:
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Sounds
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*/
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std::unordered_map<s32, ServerPlayingSound> m_playing_sounds;
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s32 m_next_sound_id = 0;
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s32 m_next_sound_id = 0; // positive values only
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s32 nextSoundId();
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/*
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Detached inventories (behind m_env_mutex)
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