forked from mtcontrib/ambience
35c9020f8d
Better Multiplayer, Stop playing sounds when inappropriate, cleaner code, and fixed bug in dripping_drops name.
158 lines
4.4 KiB
Lua
158 lines
4.4 KiB
Lua
local night = {
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handler = {},
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{name="horned_owl", length=3},
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{name="Wolves_Howling", length=11}
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}
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local night_frequent = {
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handler = {},
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{name="Crickets_At_NightCombo", length=69}
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}
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local day = {
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handler = {},
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{name="bird", length=30}
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}
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local day_frequent = {
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handler = {},
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{name="", length=0}
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}
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local cave = {
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handler = {},
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{name="Bats_in_Cave", length=5}
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}
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local cave_frequent = {
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handler = {},
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{name="drippingwater_dripa", length=2},
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{name="drippingwater_dripb", length=2},
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{name="drippingwater_dripc", length=2},
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{name="Single_Water_Droplet", length=3},
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{name="Spooky_Water_Drops", length=7}
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}
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-- start playing the sound, set the handler and delete the handler after sound is played
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local play_sound = function(player, list, number)
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local player_name = player:get_player_name()
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if list.handler[player_name] == nil then
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local handler = minetest.sound_play(list[number].name, {to_player=player_name})
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if handler ~= nil then
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list.handler[player_name] = handler
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minetest.after(list[number].length, function(args)
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local list = args[1]
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local player_name = args[2]
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if list.handler[player_name] ~= nil then
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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end
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end, {list, player_name})
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end
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end
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end
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-- stops all sounds that are not in still_playing
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local stop_sound = function(still_playing, player)
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local player_name = player:get_player_name()
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if still_playing.cave == nil then
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local list = cave
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if list.handler[player_name] ~= nil then
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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end
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end
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if still_playing.cave_frequent == nil then
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local list = cave_frequent
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if list.handler[player_name] ~= nil then
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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end
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end
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if still_playing.night == nil then
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local list = night
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if list.handler[player_name] ~= nil then
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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end
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end
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if still_playing.night_frequent == nil then
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local list = night_frequent
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if list.handler[player_name] ~= nil then
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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end
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end
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if still_playing.day == nil then
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local list = day
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if list.handler[player_name] ~= nil then
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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end
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end
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if still_playing.day_frequent == nil then
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local list = day_frequent
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if list.handler[player_name] ~= nil then
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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end
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end
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end
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer+dtime
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if timer < 5 then
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return
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end
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timer = 0
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-- normal sounds
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if math.random(1, 100) <= 5 then
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if minetest.env:get_timeofday() < 0.2 or minetest.env:get_timeofday() > 0.8 then
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:getpos().y < 0 then
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stop_sound({cave=true, cave_frequent=true}, player)
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play_sound(player, cave, math.random(1, #cave))
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else
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stop_sound({night=true, night_frequent=true}, player)
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play_sound(player, night, math.random(1, #night))
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end
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end
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else
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:getpos().y < 0 then
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stop_sound({cave=true, cave_frequent=true}, player)
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play_sound(player, cave, math.random(1, #cave))
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else
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stop_sound({day=true, day_frequent=true}, player)
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play_sound(player, day, math.random(1, #day))
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end
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end
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end
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end
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-- frequent sounds
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if math.random(1, 100) <= 50 then
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if minetest.env:get_timeofday() < 0.2 or minetest.env:get_timeofday() > 0.8 then
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:getpos().y < 0 then
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stop_sound({cave=true, cave_frequent=true}, player)
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play_sound(player, cave_frequent, math.random(1, #cave_frequent))
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else
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stop_sound({night=true, night_frequent=true}, player)
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play_sound(player, night_frequent, math.random(1, #night_frequent))
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end
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end
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else
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:getpos().y < 0 then
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stop_sound({cave=true, cave_frequent=true}, player)
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play_sound(player, cave_frequent, math.random(1, #cave_frequent))
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else
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stop_sound({day=true, day_frequent=true}, player)
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play_sound(player, day_frequent, math.random(1, #day_frequent))
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end
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end
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end
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end
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end) |