default:river_water_source can also create sound if desired as
rivers are considered to be flowing water.
A simple mod for now, with the intention to later use new engine
environmental sound features if/when they appear.
Replace possibly trademarked artwork with royalty free and
OK for commercial use artwork.
The Pup appears by default but does not alias the Nyan Cat nodes
away. For that you will have to enable the setting. A settingtypes.txt
is provided to make that really easy. This allows people to get
an out-of-tree mod and not have their Nyan nodes disappear.
The mod can also be disabled entirely this way for those who don't
want it.
There's some eatser eggs in here as well. Instead of making the
nodes burnable, they are edible, and make you bark and howl. And
perhaps something else too.
Previous code:
Used looped sounds without attaching them to objects or playing direct
to players.
The looped sounds are not 'stopped' when players leave the area.
These may be causing the bug where sounds are heard at extreme
distances.
Entering a world with already present flames results in silent flames.
Sounds are often played at a large number of points in a 6 node lattice.
A large fire is reported to cause a high load, disabling the sound code
is reported to help this.
New code:
Optional flame sound to not interfere with ambience mods.
Permanent flame now has sound.
For multiple flames, sound is positioned at the centre of all flames, and
has volume determined by flame number.
The original freesound 'large fire' recording was used to create 3 sounds
that play at random for a non-repetitive effect. At low volume it is
suitable for small fires.
Original sound files and sound function (as an empty function) kept
temporarily to reduce disruption.
Reduce gain of flame extinguish sound.