Ambience/ambience/14init.lua
Neuromancer eb49ac0670 .17-.20 add sloshing, more splashes, reduced waterfall, sped up 20%
Immersive Sounds Mod .18 Added sloshing water when at surface of water.
Also reduced detection of flowing water, must be closer, and must be
more of it for waterfall sound. (fixed bug in 17, added back in music)
Immersive Sounds Mod .19 Added splashes when surfacing and when
submerging. Immersive Sounds Mod .20 Sped up game load time by 20%.
2012-09-02 06:57:43 -05:00

390 lines
12 KiB
Lua

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--Ambiance Configuration for version .14
local max_frequency_all = 1000 --the larger you make this number the lest frequent ALL sounds will happen recommended values between 100-2000.
--for frequencies below use a number between 0 and max_frequency_all
--for volumes below, use a number between 0.0 and 1, the larger the number the louder the sounds
local night_frequency = 20 --owls, wolves
local night_volume = 0.9
local night_frequent_frequency = 150 --crickets
local night_frequent_volume = 0.9
local day_frequency = 100 --crow, bluejay, cardinal
local day_volume = 0.9
local day_frequent_frequency = 1000 --crow, bluejay, cardinal
local day_frequent_volume = 0.18
local cave_frequency = 10 --bats
local cave_volume = 1.0
local cave_frequent_frequency = 70 --drops of water dripping
local cave_frequent_volume = 1.0
local water_frequent_frequency = 1000 --water sounds
local water_frequent_volume = 1.0
local music_frequency = 7 --music (suggestion: keep this one low like around 6)
local music_volume = 0.3
--End of Config
----------------------------------------------------------------------------------------------------
local played_on_start = false
local night = {
handler = {},
frequency = night_frequency,
{name="horned_owl", length=3, gain=night_volume},
{name="Wolves_Howling", length=11, gain=night_volume},
{name="ComboWind", length=17, gain=night_volume}
}
local night_frequent = {
handler = {},
frequency = night_frequent_frequency,
{name="Crickets_At_NightCombo", length=69, gain=night_frequent_volume}
}
local day = {
handler = {},
frequency = day_frequency,
{name="Best Cardinal Bird", length=4, gain=day_volume},
{name="craw", length=3, gain=day_volume},
{name="bluejay", length=18, gain=day_volume},
{name="ComboWind", length=17, gain=day_volume}
}
local day_frequent = {
handler = {},
frequency = day_frequent_frequency,
{name="robin2", length=16, gain=day_frequent_volume},
{name="birdsongnl", length=13, gain=day_frequent_volume},
{name="bird", length=30, gain=day_frequent_volume},
{name="Best Cardinal Bird", length=4, gain=day_frequent_volume},
{name="craw", length=3, gain=day_frequent_volume},
{name="bluejay", length=18, gain=day_frequent_volume},
{name="ComboWind", length=17, gain=day_frequent_volume*3}
}
local cave = {
handler = {},
frequency = cave_frequency,
{name="Bats_in_Cave", length=5, gain=cave_volume}
}
local cave_frequent = {
handler = {},
frequency = cave_frequent_frequency,
{name="drippingwater_drip_a", length=2, gain=cave_frequent_volume},
{name="drippingwater_drip_b", length=2, gain=cave_frequent_volume},
{name="drippingwater_drip_c", length=2, gain=cave_frequent_volume},
{name="Single_Water_Droplet", length=3, gain=cave_frequent_volume},
{name="Spooky_Water_Drops", length=7, gain=cave_frequent_volume}
}
local water = {
handler = {},
frequency = 0,--dolphins dont fit into small lakes
{name="dolphins", length=6},
{name="dolphins_screaming", length=16.5}
}
local water_frequent = {
handler = {},
frequency = water_frequent_frequency,
on_stop = "drowning_gasp",
on_start = "Splash",
{name="scuba1bubbles", length=11, gain=water_frequent_volume},
{name="scuba1calm", length=10}, --not sure why but sometimes I get errors when setting gain=water_frequent_volume here.
{name="scuba1calm2", length=8.5, gain=water_frequent_volume},
{name="scuba1interestingbubbles", length=11, gain=water_frequent_volume},
{name="scuba1tubulentbubbles", length=10.5, gain=water_frequent_volume}
}
local flowing_water = {
handler = {},
frequency = 1000,
{name="small_waterfall", length=14, gain=.4}
}
local flowing_water2 = {
handler = {},
frequency = 1000,
{name="small_waterfall", length=11, gain=.3}
}
local lava = {
handler = {},
frequency = 1000,
{name="earth01a", length=20}
}
local lava2 = {
handler = {},
frequency = 1000,
{name="earth01a", length=15}
}
local play_music = minetest.setting_getbool("music") or false
local music = {
handler = {},
frequency = music_frequency,
{name="mtest", length=4*60+33, gain=music_volume},
{name="echos", length=2*60+26, gain=music_volume},
{name="FoamOfTheSea", length=1*60+50, gain=music_volume},
{name="eastern_feeling", length=3*60+51, gain=music_volume},
{name="Mass_Effect_Uncharted_Worlds", length=2*60+29, gain=music_volume},
{name="dark_ambiance", length=44, gain=music_volume}
}
local is_daytime = function()
return (minetest.env:get_timeofday() > 0.2 and minetest.env:get_timeofday() < 0.8)
end
--[[old
local nodes_in_range = function(pos, search_distance, node_name)
local search_p = {x=0, y=0, z=0}
local nodes_found = 0
for p_x=(pos.x-search_distance), (pos.x+search_distance) do
for p_y=(pos.y-search_distance), (pos.y+search_distance) do
for p_z=(pos.z-search_distance), (pos.z+search_distance) do
local search_n = minetest.env:get_node({x=p_x, y=p_y, z=p_z})
if search_n.name == node_name then
nodes_found = nodes_found + 1
end
end
end
end
return nodes_found
--minetest.chat_send_all("Range: " .. tostring(search_distance) .. " | Found (" .. node_name .. ": " .. nodes_found .. ")")
end --]]
local nodes_in_range = function(pos, search_distance, node_name)
minp = {x=pos.x-search_distance,y=pos.y-search_distance, z=pos.z-search_distance}
maxp = {x=pos.x+search_distance,y=pos.y+search_distance, z=pos.z+search_distance}
nodes = minetest.env:find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("Found (" .. node_name .. ": " .. #nodes .. ")")
return #nodes
end
local get_ambience = function(player)
local pos = player:getpos()
pos.y = pos.y+1.0
local nodename = minetest.env:get_node(pos).name
if string.find(nodename, "default:water") then
if music then
return {water=water, water_frequent=water_frequent, music=music}
else
return {water=water, water_frequent=water_frequent}
end
end
if nodes_in_range(pos, 7, "default:lava_flowing")>5 or nodes_in_range(pos, 7, "default:lava_source")>5 then
if music then
return {lava=lava, lava2=lava2, music=music}
else
return {lava=lava}
end
end
if nodes_in_range(pos, 7, "default:water_flowing")>5 then
if music then
return {flowing_water=flowing_water, flowing_water2=flowing_water2, music=music}
else
return {flowing_water=flowing_water, flowing_water2=flowing_water2}
end
end
if player:getpos().y < 0 then
if music then
return {cave=cave, cave_frequent=cave_frequent, music=music}
else
return {cave=cave, cave_frequent=cave_frequent}
end
end
if is_daytime() then
if music then
return {day=day, day_frequent=day_frequent, music=music}
else
return {day=day, day_frequent=day_frequent}
end
else
if music then
return {night=night, night_frequent=night_frequent, music=music}
else
return {night=night, night_frequent=night_frequent}
end
end
end
-- start playing the sound, set the handler and delete the handler after sound is played
local play_sound = function(player, list, number)
local player_name = player:get_player_name()
if list.handler[player_name] == nil then
local gain = 1.0
if list[number].gain ~= nil then
gain = list[number].gain
end
local handler = minetest.sound_play(list[number].name, {to_player=player_name, gain=gain})
if handler ~= nil then
list.handler[player_name] = handler
minetest.after(list[number].length, function(args)
local list = args[1]
local player_name = args[2]
if list.handler[player_name] ~= nil then
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end, {list, player_name})
end
end
end
-- stops all sounds that are not in still_playing
local stop_sound = function(still_playing, player)
local player_name = player:get_player_name()
if still_playing.cave == nil then
local list = cave
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.cave_frequent == nil then
local list = cave_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night == nil then
local list = night
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night_frequent == nil then
local list = night_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day == nil then
local list = day
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.day_frequent == nil then
local list = day_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.music == nil then
local list = music
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flowing_water == nil then
local list = flowing_water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.flowing_water2 == nil then
local list = flowing_water2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.lava == nil then
local list = lava
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.lava2 == nil then
local list = lava2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water == nil then
local list = water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water_frequent == nil then
local list = water_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
played_on_start = false
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer+dtime
if timer < 1 then
return
end
timer = 0
for _,player in ipairs(minetest.get_connected_players()) do
local ambiences = get_ambience(player)
stop_sound(ambiences, player)
for _,ambience in pairs(ambiences) do
if math.random(1, 1000) <= ambience.frequency then
if ambience.on_start ~= nil and played_on_start == false then
played_on_start = true
minetest.sound_play(ambience.on_start, {to_player=player:get_player_name()})
end
play_sound(player, ambience, math.random(1, #ambience))
end
end
end
end)