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code tweak, set detection
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@ -18,5 +18,6 @@ Based on Immersive Sounds .36 mod by Neuromancer and optimized to run on servers
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- 1.3 - Added API for use with other mods, code rewrite
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- 1.4 - Re-ordered water sets to come before fire and lava, day/night sounds play when leaves around and above ground
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- 1.5 - Added 'flame_sound' and fire redo check, code tidy and tweak, added ephemeral flag for background sounds.
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- 1.6 - Finding env_sounds disables water and lava sets, added 'ambience_water_move' flag to override water walking sounds, use eye level for head node.
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Code license: MIT
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33
init.lua
33
init.lua
@ -1,13 +1,6 @@
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ambience = {}
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-- override default water sounds
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minetest.override_item("default:water_source", { sounds = {} })
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minetest.override_item("default:water_flowing", { sounds = {} })
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minetest.override_item("default:river_water_source", { sounds = {} })
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minetest.override_item("default:river_water_flowing", { sounds = {} })
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-- settings
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local SOUNDVOLUME = 1.0
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local MUSICVOLUME = 1.0
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@ -132,13 +125,14 @@ local get_ambience = function(player, tod, name)
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-- 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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pos.y = pos.y + 1.4 -- head level
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pos.y = pos.y + prop.eye_height -- eye level
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local nod_head = pplus and name and playerplus[name]
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and playerplus[name].nod_head or minetest.get_node(pos).name
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pos.y = pos.y - 1.2 -- foot level
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pos.y = (pos.y - prop.eye_height) + 0.2 -- foot level
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local nod_feet = pplus and name and playerplus[name]
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and playerplus[name].nod_feet or minetest.get_node(pos).name
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@ -190,19 +184,17 @@ minetest.register_globalstep(function(dtime)
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if timer < 1 then return end
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timer = 0
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-- get list of players and set some variables
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local players = minetest.get_connected_players()
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local player_name, number, chance, ambience, handler, ok
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local tod = minetest.get_timeofday()
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-- loop through players
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for n = 1, #players do
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for _, player in ipairs(minetest.get_connected_players()) do
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player_name = players[n]:get_player_name()
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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(players[n], tod, player_name)
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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))
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@ -260,18 +252,13 @@ minetest.register_globalstep(function(dtime)
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-- set timer to stop sound
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minetest.after(ambience.length, function()
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--print("-- after", set_name, handler)
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--print("-- timed stop after", set_name, handler, player_name)
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-- make sure we are stopping same sound we started
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if playing[player_name]
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and playing[player_name].handler
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and playing[player_name].handler == handler then
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minetest.sound_stop(handler)
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--print("-- timed stop", set_name, handler)
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-- make sure player still around and reset variables
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if playing[player_name] then
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minetest.sound_stop(handler)
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-- reset player variables
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playing[player_name].set = nil
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playing[player_name].gain = nil
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playing[player_name].handler = nil
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@ -1,2 +1,5 @@
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# If enabled will play a random music file from ./minetest/sounds at midnight
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ambience_music (Ambience music) bool true
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# If enabled then ambience will take over sounds when moving in water
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ambience_water_move (Ambience water movement) bool true
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@ -25,7 +25,15 @@ ambience.add_set("underwater", {
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end
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})
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-- Splashing sound plays when player walks inside water nodes
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-- Splashing sound plays when player walks inside water nodes (if enabled)
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if minetest.settings:get_bool("ambience_water_move") ~= false then
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-- override default water sounds
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minetest.override_item("default:water_source", { sounds = {} })
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minetest.override_item("default:water_flowing", { sounds = {} })
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minetest.override_item("default:river_water_source", { sounds = {} })
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minetest.override_item("default:river_water_flowing", { sounds = {} })
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ambience.add_set("splash", {
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@ -49,7 +57,9 @@ ambience.add_set("splash", {
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end
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})
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-- check for env_sounds mod, if not found enable water flowing sounds
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end
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-- check for env_sounds mod, if not found enable water flowing and lava sounds
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if not minetest.get_modpath("env_sounds") then
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-- Water sound plays when near flowing water
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@ -102,6 +112,32 @@ ambience.add_set("river", {
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end
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})
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-- Lava sound plays when near lava
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ambience.add_set("lava", {
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frequency = 1000,
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sounds = {
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{name = "lava", length = 7}
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},
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nodes = {"default:lava_source", "default:lava_flowing"},
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sound_check = function(def)
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local c = (def.totals["default:lava_source"] or 0)
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+ (def.totals["default:lava_flowing"] or 0)
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if c > 20 then
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return "lava", 0.5
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elseif c > 5 then
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return "lava"
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end
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end
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})
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else
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print ("[Ambience] found env_sounds, flowing water sounds disabled.")
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end
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@ -170,32 +206,6 @@ ambience.add_set("largefire", {
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end
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-- Lava sound plays when near lava
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ambience.add_set("lava", {
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frequency = 1000,
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sounds = {
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{name = "lava", length = 7}
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},
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nodes = {"default:lava_source", "default:lava_flowing"},
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sound_check = function(def)
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local c = (def.totals["default:lava_source"] or 0)
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+ (def.totals["default:lava_flowing"] or 0)
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if c > 20 then
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return "lava", 0.5
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elseif c > 5 then
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return "lava"
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end
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end
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})
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-- Beach sounds play when below y-pos 6 and 150+ water source found
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ambience.add_set("beach", {
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