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.28 waves trump sloshing water, walking in water Splash not swim sound
.28 Major reorg of water code. Also waves trump sloshing water, walking in water Splash not swim sound
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ambience.zip
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ambience.zip
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@ -1,7 +1,7 @@
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--------------------------------------------------------------------------------------------------------
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--------------------------------------------------------------------------------------------------------
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--Ambiance Configuration for version .27
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--Ambiance Configuration for version .28
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--Fixed removed occasional beach wave sound when treading water
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--working on treading water already trumps beach, standing in water should not.
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-- was caused by the bottom node we find is air which leads to surface noise!
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--moving while standing in water should splash not swim.
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local max_frequency_all = 1000 --the larger you make this number the lest frequent ALL sounds will happen recommended values between 100-2000.
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local max_frequency_all = 1000 --the larger you make this number the lest frequent ALL sounds will happen recommended values between 100-2000.
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@ -38,6 +38,10 @@ local music_volume = 0.3
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local counter=0--*****************
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local counter=0--*****************
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local last_x_pos = 0
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local last_x_pos = 0
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local last_z_pos = 0
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local last_z_pos = 0
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local node_under_feet
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local node_at_upper_body
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local node_at_lower_body
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local played_on_start = false
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local played_on_start = false
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local night = {
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local night = {
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handler = {},
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handler = {},
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@ -148,6 +152,11 @@ local water_surface = {
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{name="lake_waves_2_calm", length=9.5},
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{name="lake_waves_2_calm", length=9.5},
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{name="lake_waves_2_variety", length=13.1}
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{name="lake_waves_2_variety", length=13.1}
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}
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}
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local splashing_water = {
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handler = {},
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frequency = 1000,
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{name="Splash", length=1.22, gain=1}
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}
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local flowing_water = {
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local flowing_water = {
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handler = {},
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handler = {},
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@ -244,39 +253,70 @@ local atleast_nodes_in_grid = function(pos, search_distance, height, node_name,
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return false
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return false
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end
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end
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local get_immediate_nodes = function(pos)
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pos.y = pos.y-1
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node_under_feet = minetest.env:get_node(pos).name
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pos.y = pos.y+2.2
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node_at_upper_body = minetest.env:get_node(pos).name
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pos.y = pos.y-1.19
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node_at_lower_body = minetest.env:get_node(pos).name
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pos.y = pos.y+0.99 --1.6
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--minetest.chat_send_all("node_under_feet(" .. nodename .. ")")
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end
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local get_ambience = function(player)
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local get_ambience = function(player)
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local player_is_moving = false
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local standing_in_water = false
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local pos = player:getpos()
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local pos = player:getpos()
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local water_surface_found = false
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get_immediate_nodes(pos)
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pos.y = pos.y+1.2
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local nodename = minetest.env:get_node(pos).name
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if last_x_pos ~=pos.x or last_z_pos ~=pos.z then
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--minetest.chat_send_all("top nodename found(" .. nodename .. ")")
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player_is_moving = true
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if string.find(nodename, "default:water") then
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end
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last_x_pos =pos.x
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last_z_pos =pos.z
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if string.find(node_at_upper_body, "default:water") then
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if music then
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if music then
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return {water=water, water_frequent=water_frequent, music=music}
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return {water=water, water_frequent=water_frequent, music=music}
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else
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else
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return {water=water, water_frequent=water_frequent}
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return {water=water, water_frequent=water_frequent}
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end
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end
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elseif nodename == "air" then
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elseif node_at_upper_body == "air" then
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pos.y = pos.y-1.19 --1.8
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if string.find(node_at_lower_body, "default:water") then
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local nodename = minetest.env:get_node(pos).name
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--minetest.chat_send_all("bottom nodename found(" .. nodename .. ")")
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pos.y = pos.y+0.99 --1.6
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if string.find(nodename, "default:water") then
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--minetest.chat_send_all("bottom counted as water")
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--minetest.chat_send_all("bottom counted as water")
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if last_x_pos ~=pos.x or last_z_pos ~=pos.z then
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--we found air at upperbody, and water at lower body. Now there are 4 possibilities:
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--minetest.chat_send_all("swimming move found")
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--Key: under feet, moving or not
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last_x_pos =pos.x
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--swimming w, m swimming
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last_z_pos =pos.z
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--walking in water nw, m splashing
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--treading water w, nm sloshing
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--standing in water nw, nm beach trumps, then sloshing
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if player_is_moving then
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if string.find(node_under_feet, "default:water") then
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if music then
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if music then
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return {swimming_frequent=swimming_frequent, music=music}
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return {swimming_frequent=swimming_frequent, music=music}
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else
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else
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return {swimming_frequent}
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return {swimming_frequent}
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end
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end
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else --didn't find water under feet: walking in water
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if music then
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return {splashing_water=splashing_water, music=music}
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else
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return {splashing_water}
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end
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end
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else--player is not moving
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if string.find(node_under_feet, "default:water") then
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if music then
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return {water_surface=water_surface, music=music}
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else
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return {water_surface}
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end
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else --didn't find water under feet
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standing_in_water = true
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end
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end
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end
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last_x_pos =pos.x
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last_z_pos =pos.z
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water_surface_found = true
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end
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end
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end
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end
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@ -294,13 +334,7 @@ local get_ambience = function(player)
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return {flowing_water=flowing_water, flowing_water2=flowing_water2}
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return {flowing_water=flowing_water, flowing_water2=flowing_water2}
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end
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end
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end
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end
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if water_surface_found then
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if music then
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return {water_surface=water_surface, music=music}
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else
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return {water_surface}
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end
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end
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--if we are near sea level and there is lots of water around the area
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--if we are near sea level and there is lots of water around the area
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if pos.y < 7 and pos.y >0 and atleast_nodes_in_grid(pos, 60, 1, "default:water_source", 51 ) then
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if pos.y < 7 and pos.y >0 and atleast_nodes_in_grid(pos, 60, 1, "default:water_source", 51 ) then
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@ -310,7 +344,13 @@ local get_ambience = function(player)
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return {beach=beach, beach_frequent=beach_frequent}
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return {beach=beach, beach_frequent=beach_frequent}
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end
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end
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end
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end
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if standing_in_water then
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if music then
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return {water_surface=water_surface, music=music}
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else
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return {water_surface}
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end
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end
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desert_in_range = (nodes_in_range(pos, 6, "default:desert_sand")+nodes_in_range(pos, 6, "default:desert_stone"))
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desert_in_range = (nodes_in_range(pos, 6, "default:desert_sand")+nodes_in_range(pos, 6, "default:desert_stone"))
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