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ambience/init.lua

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Lua
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ambience = {}
-- settings
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local SOUNDVOLUME = 1.0
local MUSICVOLUME = 0.6
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local play_music = minetest.settings:get_bool("ambience_music") ~= false
local pplus = minetest.get_modpath("playerplus")
local radius = 6
local playing = {}
local sound_sets = {} -- all the sounds and their settings
local sound_set_order = {} -- needed because pairs loops randomly through tables
local set_nodes = {} -- all the nodes needed for sets
-- add set to list
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ambience.add_set = function(set_name, def)
if not set_name or not def then
return
end
sound_sets[set_name] = {
frequency = def.frequency or 50,
sounds = def.sounds,
sound_check = def.sound_check,
nodes = def.nodes
}
-- add set name to the sound_set_order table
local can_add = true
for i = 1, #sound_set_order do
if sound_set_order[i] == set_name then
can_add = false
end
end
if can_add then
table.insert(sound_set_order, set_name)
end
-- add any missing nodes to the set_nodes table
if def.nodes then
for i = 1, #def.nodes do
can_add = def.nodes[i]
for j = 1, #set_nodes do
if def.nodes[i] == set_nodes[j] then
can_add = false
end
end
if can_add then
table.insert(set_nodes, can_add)
end
end
end
end
-- return set from list using name
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ambience.get_set = function(set_name)
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return sound_sets[set_name]
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end
-- remove set from list
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ambience.del_set = function(set_name)
sound_sets[set_name] = nil
local can_del = false
for i = 1, #sound_set_order do
if sound_set_order[i] == set_name then
can_del = i
end
end
if can_del then
table.remove(sound_set_order, can_del)
end
end
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-- setup table when player joins
minetest.register_on_joinplayer(function(player)
playing[player:get_player_name()] = {music = -1}
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end)
-- remove table when player leaves
minetest.register_on_leaveplayer(function(player)
playing[player:get_player_name()] = nil
end)
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-- plays music and selects sound set
local get_ambience = function(player, tod, name)
-- play server or local music if music enabled and music not already playing
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if play_music and MUSICVOLUME > 0
and playing[name] and playing[name].music < 0 then
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-- count backwards
playing[name].music = playing[name].music -1
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-- play music every 20 minutes
if playing[name].music < -(60 * 20) then
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playing[name].music = minetest.sound_play("ambience_music", {
to_player = name,
gain = MUSICVOLUME
})
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-- reset music timer after 10 minutes
minetest.after(60 * 10, function(name)
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if playing[name] then
playing[name].music = -1
end
end, name)
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end
--print("-- music count", playing[name].music)
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end
-- get foot and head level nodes at player position
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local pos = player:get_pos() ; if not pos then return end
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local prop = player:get_properties()
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local eyeh = prop.eye_height or 1.47 -- eye level with fallback
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pos.y = pos.y + eyeh
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local nod_head = pplus and name and playerplus[name]
and playerplus[name].nod_head or minetest.get_node(pos).name
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pos.y = (pos.y - eyeh) + 0.2 -- foot level
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local nod_feet = pplus and name and playerplus[name]
and playerplus[name].nod_feet or minetest.get_node(pos).name
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pos.y = pos.y - 0.2 -- reset pos
-- get all set nodes around player
local ps, cn = minetest.find_nodes_in_area(
{x = pos.x - radius, y = pos.y - radius, z = pos.z - radius},
{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius}, set_nodes)
-- loop through sets in order and choose first that meets it's conditions
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for n = 1, #sound_set_order do
local set = sound_sets[ sound_set_order[n] ]
if set and set.sound_check then
-- pass settings to function for condition check
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local set_name, gain = set.sound_check({
player = player,
pos = pos,
tod = tod,
totals = cn,
positions = ps,
head_node = nod_head,
feet_node = nod_feet
})
-- if conditions met return set name and gain value
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if set_name then
return set_name, gain
end
end
end
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return nil, nil -- ADDED
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end
local timer = 0
local random = math.random
-- players routine
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minetest.register_globalstep(function(dtime)
-- one second timer
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timer = timer + dtime
if timer < 1 then return end
timer = 0
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local player_name, number, chance, ambience, handler, ok
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local tod = minetest.get_timeofday()
-- loop through players
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for _, player in ipairs(minetest.get_connected_players()) do
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player_name = player:get_player_name()
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--local t1 = os.clock()
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local set_name, MORE_GAIN = get_ambience(player, tod, player_name)
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--print(string.format("elapsed time: %.4f\n", os.clock() - t1))
ok = playing[player_name] -- everything starts off ok if player found
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-- are we playing something already?
if ok and playing[player_name].handler then
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-- stop current sound if another set active or gain changed
if playing[player_name].set ~= set_name
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or playing[player_name].gain ~= MORE_GAIN then
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--print ("-- change stop", set_name, playing[player_name].handler)
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minetest.sound_stop(playing[player_name].handler)
playing[player_name].set = nil
playing[player_name].gain = nil
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playing[player_name].handler = nil
else
ok = false -- sound set still playing, skip new sound
end
end
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-- set random chance
chance = random(1, 1000)
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-- if chance is lower than set frequency then select set
if ok and set_name and chance < sound_sets[set_name].frequency then
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-- choose random sound from set
number = random(#sound_sets[set_name].sounds)
ambience = sound_sets[set_name].sounds[number]
-- play sound
handler = minetest.sound_play(ambience.name, {
to_player = player_name,
gain = ((ambience.gain or 0.3) + (MORE_GAIN or 0)) * SOUNDVOLUME,
pitch = ambience.pitch or 1.0
}, ambience.ephemeral)
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--print ("playing... " .. ambience.name .. " (" .. chance .. " < "
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-- .. sound_sets[set_name].frequency .. ") @ ", MORE_GAIN, handler)
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-- only continue if sound playing returns handler
if handler then
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--print("-- current handler", handler)
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-- set what player is currently listening to
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playing[player_name].set = set_name
playing[player_name].gain = MORE_GAIN
playing[player_name].handler = handler
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-- set timer to stop sound
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minetest.after(ambience.length, function(handler, player_name)
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--print("-- timed stop", set_name, handler)
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if handler then
minetest.sound_stop(handler)
end
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-- reset variables if handlers match
if playing[player_name]
and playing[player_name].handler == handler then
--print("-- timed reset", handler, player_name)
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playing[player_name].set = nil
playing[player_name].gain = nil
playing[player_name].handler = nil
end
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end, handler, player_name)
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end
end
end
end)
-- sound volume command
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minetest.register_chatcommand("svol", {
params = "<svol>",
description = "set sound volume (0.1 to 1.0)",
privs = {server = true},
func = function(name, param)
SOUNDVOLUME = tonumber(param) or SOUNDVOLUME
if SOUNDVOLUME < 0.1 then SOUNDVOLUME = 0.1 end
if SOUNDVOLUME > 1.0 then SOUNDVOLUME = 1.0 end
return true, "Sound volume set to " .. SOUNDVOLUME
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end
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})
-- music volume command (0 stops music)
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minetest.register_chatcommand("mvol", {
params = "<mvol>",
description = "set music volume (0.1 to 1.0, 0 to stop music)",
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privs = {server = true},
func = function(name, param)
MUSICVOLUME = tonumber(param) or MUSICVOLUME
-- ability to stop music by setting volume to 0
if MUSICVOLUME == 0 and playing[name].music
and playing[name].music >= 0 then
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minetest.sound_stop(playing[name].music)
playing[name].music = -1
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end
if MUSICVOLUME < 0 then MUSICVOLUME = 0 end
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if MUSICVOLUME > 1.0 then MUSICVOLUME = 1.0 end
return true, "Music volume set to " .. MUSICVOLUME
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end
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})
-- load default sound sets
dofile(minetest.get_modpath("ambience") .. "/soundsets.lua")
print("[MOD] Ambience Lite loaded")