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minetest_game/mods/env_sounds/init.lua
Paramat ea992bdace
Add initial environmental sounds mod with flowing water sounds
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.
2019-09-12 00:46:40 +01:00

65 lines
1.4 KiB
Lua

-- Parameters
local radius = 8 -- Water node search radius around player
-- End of parameters
local river_source_sounds = minetest.settings:get_bool("river_source_sounds")
-- Update sound for player
local function update_sound(player)
local player_name = player:get_player_name()
local ppos = player:get_pos()
local areamin = vector.subtract(ppos, radius)
local areamax = vector.add(ppos, radius)
local water_nodes = {"default:water_flowing", "default:river_water_flowing"}
if river_source_sounds then
table.insert(water_nodes, "default:river_water_source")
end
local wpos, _ = minetest.find_nodes_in_area(areamin, areamax, water_nodes)
local waters = #wpos
if waters == 0 then
return
end
-- Find average position of water positions
local wposav = vector.new()
for _, pos in ipairs(wpos) do
wposav.x = wposav.x + pos.x
wposav.y = wposav.y + pos.y
wposav.z = wposav.z + pos.z
end
wposav = vector.divide(wposav, waters)
minetest.sound_play(
"env_sounds_water",
{
pos = wposav,
to_player = player_name,
gain = math.min(0.04 + waters * 0.004, 0.4),
}
)
end
-- Update sound 'on joinplayer'
minetest.register_on_joinplayer(function(player)
update_sound(player)
end)
-- Cyclic sound update
local function cyclic_update()
for _, player in pairs(minetest.get_connected_players()) do
update_sound(player)
end
minetest.after(3.5, cyclic_update)
end
minetest.after(0, cyclic_update)