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Redone code, added API to add sound sets
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@ -15,5 +15,6 @@ Based on Immersive Sounds .36 mod by Neuromancer and optimized to run on servers
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- 1.0 - Added icecrack sound when walking on snow/ice flows, also tidied code
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- 1.1 - Using newer functions, Minetest 0.4.16 and above needed to run
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- 1.2 - Added PlayerPlus compatibility, removed fire sounds, added volume changes
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- 1.3 - Added API for use with other mods, code rewrite
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Code license: MIT
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90
api.txt
Normal file
90
api.txt
Normal file
@ -0,0 +1,90 @@
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Ambience Lite API
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=================
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This short guide will show you how to add sound sets into ambience mod for the
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api to use and play sounds accordingly. Please note that the order they are
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added will affect sound checks, so high priority sets first.
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Function Usage
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==============
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Adding Sound Set
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----------------
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ambience.add_set(set_name, def)
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'set_name' contains the name of the sound set to add
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'def' contains the following:
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'frequency' how often the sound set is played (1 to 1000) higher is more
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'nodes' contains a table of nodes needed for checks
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'sound_check(def)' function to check if sounds can be played, def contains:
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'player' player userdata
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'pos' position of player
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'tod' time of day
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'totals' totals for each node e.g. def.totals["default:sand"]
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'positions' position data for every node found
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'head_node' name of node at player head level
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'feet_node' nameof node at player foot level
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This will let you add a set or sounds with the frequency it's used and check
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function for it to play.
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e.g.
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ambience.add_set("windy", {
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frequency = 500,
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nodes = {"default:sand"},
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sounds = {
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{name = "wind", length = 9, gain = 0.3},
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{name = "desertwind", length = 8, gain = 0.3},
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},
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sound_check = function(def)
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local number = totals["default:sand"] or 0 -- yep, can also be nil
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if number > 20 then
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return "windy", 0.2 -- return set to play and optional gain volume
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end
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end,
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})
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Getting Sound Set
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-----------------
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ambience.get_set(set_name)
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This returns a table containing all of the set information like example above.
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e.g.
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local myset = ambience.get_set("windy") -- returns everything inside {} above.
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Deleting Sound Set
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------------------
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ambience.del_set(set_name)
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This will remove a sound set from the list.
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e.g.
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ambience.del_set("windy")
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Additional Commands
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===================
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Two volume commands have been added to set sound and music volume:
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/svol (0.1 to 1.0)
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/mvol (0.1 to 1.0) -- 0 can be used to stop music from playing when it begins
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Music
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=====
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Music can be stored in the sounds folder either on server or locally and so long
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as it is named 'ambience_music.1', 'ambience_music.2' etc. then it will select
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a song randomly at midnight and play player.
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559
init.lua
559
init.lua
@ -1,9 +1,5 @@
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--= Ambience lite by TenPlus1
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local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000)
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local SOUNDVOLUME = 1.0
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local ambiences
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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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@ -11,385 +7,166 @@ 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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-- music settings
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local music_handler = nil
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local MUSICVOLUME = 1
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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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local play_music = minetest.settings:get_bool("ambience_music") ~= false
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-- is playerplus running?
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local pplus = minetest.get_modpath("playerplus")
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-- sound sets (gain defaults to 0.3 unless specifically set)
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local night = {
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handler = {}, frequency = 40,
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{name = "hornedowl", length = 2},
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{name = "wolves", length = 4, gain = 0.4},
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{name = "cricket", length = 6},
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{name = "deer", length = 7},
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{name = "frog", length = 1},
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}
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local day = {
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handler = {}, frequency = 40,
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{name = "cardinal", length = 3},
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{name = "craw", length = 3},
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{name = "bluejay", length = 6},
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{name = "robin", length = 4},
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{name = "bird1", length = 11},
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{name = "bird2", length = 6},
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{name = "crestedlark", length = 6},
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{name = "peacock", length = 2},
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{name = "wind", length = 9},
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}
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local high_up = {
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handler = {}, frequency = 40,
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{name = "desertwind", length = 8},
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{name = "wind", length = 9},
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}
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local cave = {
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handler = {}, frequency = 60,
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{name = "drippingwater1", length = 1.5},
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{name = "drippingwater2", length = 1.5}
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}
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local beach = {
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handler = {}, frequency = 40,
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{name = "seagull", length = 4.5},
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{name = "beach", length = 13},
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{name = "gull", length = 1},
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{name = "beach_2", length = 6},
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}
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local desert = {
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handler = {}, frequency = 20,
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{name = "coyote", length = 2.5},
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{name = "wind", length = 9},
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{name = "desertwind", length = 8}
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}
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local flowing_water = {
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handler = {}, frequency = 1000,
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{name = "waterfall", length = 6}
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}
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local underwater = {
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handler = {}, frequency = 1000,
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{name = "scuba", length = 8}
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}
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local splash = {
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handler = {}, frequency = 1000,
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{name = "swim_splashing", length = 3},
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}
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local lava = {
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handler = {}, frequency = 1000,
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{name = "lava", length = 7}
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}
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local river = {
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handler = {}, frequency = 1000,
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{name = "river", length = 4, gain = 0.1}
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}
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local smallfire = {
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handler = {}, frequency = 1000,
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{name = "fire_small", length = 6, gain = 0.1}
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}
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local largefire = {
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handler = {}, frequency = 1000,
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{name = "fire_large", length = 8, gain = 0.4}
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}
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local jungle = {
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handler = {}, frequency = 200,
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{name = "jungle_day_1", length = 7},
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{name = "deer", length = 7},
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{name = "canadianloon2", length = 14},
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{name = "bird1", length = 11},
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{name = "peacock", length = 2},
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}
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local jungle_night = {
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handler = {}, frequency = 200,
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{name = "jungle_night_1", length = 4},
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{name = "jungle_night_2", length = 4},
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{name = "deer", length = 7},
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{name = "frog", length = 1},
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}
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local ice = {
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handler = {}, frequency = 250,
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{name = "icecrack", length = 23},
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{name = "desertwind", length = 8},
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{name = "wind", length = 9},
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}
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local radius = 6
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local num_fire, num_lava, num_water_flowing, num_water_source, num_air,
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num_desert, num_snow, num_jungletree, num_river, num_ice
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local playing = {}
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local sound_sets = {} -- all the sounds and their settings
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local sound_set_order = {} -- needed because pairs loops randomly through tables
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local set_nodes = {} -- all the nodes needed for sets
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-- check where player is and which sounds are played
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local get_ambience = function(player)
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-- where am I?
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--local player_name = player:get_player_name()
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local pos = player:get_pos()
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-- global functions
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ambience.add_set = function(set_name, def)
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-- what is around me?
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local nod_head, nod_feet
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if set_name and def then
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-- is playerplus in use?
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if pplus then
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sound_sets[set_name] = {
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frequency = def.frequency or 50,
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sounds = def.sounds,
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sound_check = def.sound_check,
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nodes = def.nodes,
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}
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local name = player:get_player_name()
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-- add set name to the sound_set_order table
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local can_add = true
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nod_head = playerplus[name].nod_head
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nod_feet = playerplus[name].nod_feet
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else
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for i = 1, #sound_set_order do
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pos.y = pos.y + 1.4 -- head level
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nod_head = minetest.get_node(pos).name
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pos.y = pos.y - 1.2 -- foot level
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nod_feet = minetest.get_node(pos).name
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pos.y = pos.y - 0.2 -- reset pos
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end
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local tod = minetest.get_timeofday()
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-- play server or local music if available
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if play_music then
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-- print ("-- tod", tod, music_handler)
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if tod > 0.01 and tod < 0.02 then
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music_handler = nil
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if sound_set_order[i] == set_name then
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can_add = false
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end
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end
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-- play at midnight
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if tod >= 0.0 and tod <= 0.01 and not music_handler then
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music_handler = minetest.sound_play("ambience_music", {
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to_player = player:get_player_name(),
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gain = MUSICVOLUME
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})
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end
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end
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--= START Ambiance
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-- head underwater
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if minetest.registered_nodes[nod_head]
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and minetest.registered_nodes[nod_head].groups.water then
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return {underwater = underwater}
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end
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-- wading through water
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if minetest.registered_nodes[nod_feet]
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and minetest.registered_nodes[nod_feet].groups.water then
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local control = player:get_player_control()
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if control.up or control.down or control.left or control.right then
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return {splash = splash}
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end
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end
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local ps, cn = minetest.find_nodes_in_area(
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{x = pos.x - radius, y = pos.y - radius, z = pos.z - radius},
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{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius},
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{
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"fire:basic_flame", "fire:permanent_flame",
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"default:lava_flowing", "default:lava_source", "default:jungletree",
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"default:water_flowing", "default:water_source", "default:ice",
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"default:river_water_flowing",
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"default:desert_sand", "default:desert_stone", "default:snowblock"
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})
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num_fire = (cn["fire:basic_flame"] or 0) + (cn["fire:permanent_flame"] or 0)
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num_lava = (cn["default:lava_flowing"] or 0) + (cn["default:lava_source"] or 0)
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num_water_flowing = (cn["default:water_flowing"] or 0)
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num_water_source = (cn["default:water_source"] or 0)
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num_desert = (cn["default:desert_sand"] or 0) + (cn["default:desert_stone"] or 0)
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num_snow = (cn["default:snowblock"] or 0)
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num_jungletree = (cn["default:jungletree"] or 0)
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num_river = (cn["default:river_water_flowing"] or 0)
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num_ice = (cn["default:ice"] or 0)
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--[[
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print (
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"fr:" .. num_fire,
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"lv:" .. num_lava,
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"wf:" .. num_water_flowing,
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"ws:" .. num_water_source,
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"rv:" .. num_river,
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"ds:" .. num_desert,
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"sn:" .. num_snow,
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"ic:" .. num_ice,
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"jt:" .. num_jungletree
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)
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]]
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-- is fire redo mod active?
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if fire and fire.mod and fire.mod == "redo" then
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if num_fire > 16 then
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return {largefire = largefire}, 0.4
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elseif num_fire > 8 then
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return {largefire = largefire}
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elseif num_fire > 3 then
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return {smallfire = smallfire}, 0.2
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elseif num_fire > 0 then
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return {smallfire = smallfire}
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end
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end
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-- lava
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if num_lava > 50 then
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return {lava = lava}, 0.5
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elseif num_lava > 5 then
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return {lava = lava}
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end
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-- flowing water
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if num_water_flowing > 50 then
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return {flowing_water = flowing_water}, 0.5
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elseif num_water_flowing > 20 then
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return {flowing_water = flowing_water}
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end
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-- flowing river
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if num_river > 20 then
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return {river = river}, 0.4
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elseif num_river > 5 then
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return {river = river}
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end
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-- sea level beach
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if pos.y < 7 and pos.y > 0
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and num_water_source > 100 then
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return {beach = beach}
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end
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-- ice flows
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if num_ice > 100 and num_snow > 100 then
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return {ice = ice}
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end
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-- desert
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if num_desert > 150 then
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return {desert = desert}
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end
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-- high up or surrounded by snow
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if pos.y > 60
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or num_snow > 150 then
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return {high_up = high_up}
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end
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-- underground
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if pos.y < -15 then
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return {cave = cave}
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end
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if tod > 0.2
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and tod < 0.8 then
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-- jungle day time
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if num_jungletree > 90 then
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return {jungle = jungle}
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if can_add then
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table.insert(sound_set_order, set_name)
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end
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-- normal day time
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return {day = day}
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else
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-- add any missing nodes to the set_nodes table
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if def.nodes then
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-- jungle night time
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if num_jungletree > 90 then
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return {jungle_night = jungle_night}
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end
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for i = 1, #def.nodes do
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-- normal night time
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return {night = night}
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end
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can_add = def.nodes[i]
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-- END Ambiance
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end
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for j = 1, #set_nodes do
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-- play sound, set handler then delete handler when sound finished
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local play_sound = function(player_name, list, number, MORE_GAIN)
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if list.handler[player_name] == nil then
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local handler = minetest.sound_play(list[number].name, {
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to_player = player_name,
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gain = ((list[number].gain or 0.3) + (MORE_GAIN or 0)) * SOUNDVOLUME
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})
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if handler then
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list.handler[player_name] = handler
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minetest.after(list[number].length, function(args)
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local list = args[1]
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local player_name = args[2]
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if list.handler[player_name] then
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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if def.nodes[i] == set_nodes[j] then
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can_add = false
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end
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end
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end, {list, player_name})
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if can_add then
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table.insert(set_nodes, can_add)
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end
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end
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end
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end
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end
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-- stop sound in still_playing
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local stop_sound = function (list, player_name)
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if list.handler[player_name] then
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ambience.get_set = function(set_name)
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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if sound_sets[set_name] then
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return sound_sets[set_name]
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end
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end
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-- check sounds that are not in still_playing
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local still_playing = function(still_playing, player_name)
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if not still_playing.cave then stop_sound(cave, player_name) end
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if not still_playing.high_up then stop_sound(high_up, player_name) end
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if not still_playing.beach then stop_sound(beach, player_name) end
|
||||
if not still_playing.desert then stop_sound(desert, player_name) end
|
||||
if not still_playing.night then stop_sound(night, player_name) end
|
||||
if not still_playing.day then stop_sound(day, player_name) end
|
||||
if not still_playing.flowing_water then stop_sound(flowing_water, player_name) end
|
||||
if not still_playing.splash then stop_sound(splash, player_name) end
|
||||
if not still_playing.underwater then stop_sound(underwater, player_name) end
|
||||
if not still_playing.river then stop_sound(river, player_name) end
|
||||
if not still_playing.lava then stop_sound(lava, player_name) end
|
||||
if not still_playing.smallfire then stop_sound(smallfire, player_name) end
|
||||
if not still_playing.largefire then stop_sound(largefire, player_name) end
|
||||
if not still_playing.jungle then stop_sound(jungle, player_name) end
|
||||
if not still_playing.jungle_night then stop_sound(jungle_night, player_name) end
|
||||
if not still_playing.ice then stop_sound(ice, player_name) end
|
||||
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
|
||||
|
||||
|
||||
-- plays music and selects sound set
|
||||
local get_ambience = function(player, tod, name)
|
||||
|
||||
-- play server or local music if available
|
||||
if play_music and playing[name] then
|
||||
|
||||
-- play at midnight
|
||||
if tod >= 0.0 and tod <= 0.01 then
|
||||
|
||||
if not playing[name].music then
|
||||
|
||||
playing[name].music = minetest.sound_play("ambience_music", {
|
||||
to_player = player:get_player_name(),
|
||||
gain = MUSICVOLUME
|
||||
})
|
||||
end
|
||||
|
||||
elseif tod > 0.1 and playing[name].music then
|
||||
|
||||
playing[name].music = nil
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- get foot and head level nodes at player position
|
||||
local pos = player:get_pos()
|
||||
|
||||
pos.y = pos.y + 1.4 -- head level
|
||||
|
||||
local nod_head = pplus and playerplus[name].nod_head or minetest.get_node(pos).name
|
||||
|
||||
pos.y = pos.y - 1.2 -- foot level
|
||||
|
||||
local nod_feet = pplus and playerplus[name].nod_feet or minetest.get_node(pos).name
|
||||
|
||||
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 play appropriate sound
|
||||
for n = 1, #sound_set_order do
|
||||
|
||||
local set = sound_sets[ sound_set_order[n] ]
|
||||
|
||||
if set and set.sound_check then
|
||||
|
||||
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 set_name then
|
||||
return set_name, gain
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- player routine
|
||||
|
||||
local timer = 0
|
||||
local random = math.random
|
||||
|
||||
-- player routine
|
||||
minetest.register_globalstep(function(dtime)
|
||||
|
||||
-- every 1 second
|
||||
@ -398,30 +175,87 @@ minetest.register_globalstep(function(dtime)
|
||||
timer = 0
|
||||
|
||||
local players = minetest.get_connected_players()
|
||||
local MORE_GAIN
|
||||
local player_name, number, chance, ambience, handler
|
||||
local tod = minetest.get_timeofday()
|
||||
|
||||
for n = 1, #players do
|
||||
|
||||
local player_name = players[n]:get_player_name()
|
||||
player_name = players[n]:get_player_name()
|
||||
|
||||
--local t1 = os.clock()
|
||||
|
||||
ambiences, MORE_GAIN = get_ambience(players[n])
|
||||
local set_name, MORE_GAIN = get_ambience(players[n], tod, player_name)
|
||||
|
||||
--print(string.format("elapsed time: %.4f\n", os.clock() - t1))
|
||||
|
||||
still_playing(ambiences, player_name)
|
||||
if set_name then
|
||||
|
||||
for _,ambience in pairs(ambiences) do
|
||||
-- stop sound if another set active
|
||||
if playing[player_name]
|
||||
and playing[player_name].handler then
|
||||
|
||||
if math.random(1, 1000) <= ambience.frequency then
|
||||
if playing[player_name].sound ~= set_name
|
||||
or (playing[player_name].sound == set_name
|
||||
and playing[player_name].gain ~= MORE_GAIN) then
|
||||
|
||||
play_sound(player_name, ambience, math.random(1, #ambience), MORE_GAIN)
|
||||
minetest.sound_stop(playing[player_name].handler)
|
||||
|
||||
playing[player_name].sound = nil
|
||||
playing[player_name].handler = nil
|
||||
playing[player_name].gain = nil
|
||||
else
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- choose random sound from set
|
||||
number = random(1, #sound_sets[set_name].sounds)
|
||||
ambience = sound_sets[set_name].sounds[number]
|
||||
|
||||
math.randomseed(tod + number)
|
||||
|
||||
chance = random(1, 1000)
|
||||
|
||||
if chance < sound_sets[set_name].frequency then
|
||||
|
||||
handler = minetest.sound_play(ambience.name, {
|
||||
to_player = player_name,
|
||||
gain = ((ambience.gain or 0.3) + (MORE_GAIN or 0)) * SOUNDVOLUME
|
||||
})
|
||||
|
||||
--print ("playing... " .. ambience.name .. " (" .. chance .. " < "
|
||||
-- .. sound_sets[set_name].frequency .. ") @ ", MORE_GAIN)
|
||||
|
||||
if handler then
|
||||
|
||||
playing[player_name] = playing[player_name] or {}
|
||||
playing[player_name].handler = handler
|
||||
playing[player_name].sound = set_name
|
||||
playing[player_name].gain = MORE_GAIN
|
||||
|
||||
minetest.after(ambience.length, function(args)
|
||||
|
||||
local player_name = args[2]
|
||||
|
||||
if playing[player_name]
|
||||
and playing[player_name].handler
|
||||
and playing[player_name].sound == set_name then
|
||||
|
||||
minetest.sound_stop(playing[player_name].handler)
|
||||
|
||||
playing[player_name].sound = nil
|
||||
playing[player_name].handler = nil
|
||||
playing[player_name].gain = nil
|
||||
end
|
||||
|
||||
end, {ambience, player_name})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
|
||||
-- set volume commands
|
||||
minetest.register_chatcommand("svol", {
|
||||
params = "<svol>",
|
||||
@ -439,6 +273,7 @@ minetest.register_chatcommand("svol", {
|
||||
end,
|
||||
})
|
||||
|
||||
|
||||
minetest.register_chatcommand("mvol", {
|
||||
params = "<mvol>",
|
||||
description = "set music volume (0.1 to 1.0)",
|
||||
@ -448,9 +283,21 @@ minetest.register_chatcommand("mvol", {
|
||||
|
||||
MUSICVOLUME = tonumber(param) or MUSICVOLUME
|
||||
|
||||
-- ability to stop music just as it begins
|
||||
if MUSICVOLUME == 0 and playing[name].music then
|
||||
minetest.sound_stop(playing[name].music)
|
||||
end
|
||||
|
||||
if MUSICVOLUME < 0.1 then MUSICVOLUME = 0.1 end
|
||||
if MUSICVOLUME > 1.0 then MUSICVOLUME = 1.0 end
|
||||
|
||||
return true, "Music volume set to " .. MUSICVOLUME
|
||||
end,
|
||||
})
|
||||
|
||||
|
||||
-- load default sound sets
|
||||
dofile(minetest.get_modpath("ambience") .. "/soundsets.lua")
|
||||
|
||||
|
||||
print("[MOD] Ambience Lite loaded")
|
||||
|
342
soundsets.lua
Normal file
342
soundsets.lua
Normal file
@ -0,0 +1,342 @@
|
||||
--[[
|
||||
Default Sound Sets
|
||||
------------------
|
||||
|
||||
Order is very important when adding a sound set so it will play a certain
|
||||
set of sounds before any another.
|
||||
--]]
|
||||
|
||||
-- Underwater sounds play when player head is submerged
|
||||
|
||||
ambience.add_set("underwater", {
|
||||
frequency = 1000,
|
||||
sounds = {
|
||||
{name = "scuba", length = 8}
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
if minetest.registered_nodes[def.head_node]
|
||||
and minetest.registered_nodes[def.head_node].groups.water then
|
||||
return "underwater"
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
-- Splashing sound plays when player walks inside water nodes
|
||||
|
||||
ambience.add_set("splash", {
|
||||
frequency = 1000,
|
||||
sounds = {
|
||||
{name = "swim_splashing", length = 3},
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
if minetest.registered_nodes[def.feet_node]
|
||||
and minetest.registered_nodes[def.feet_node].groups.water then
|
||||
|
||||
local control = def.player:get_player_control()
|
||||
|
||||
if control.up or control.down or control.left or control.right then
|
||||
return "splash"
|
||||
end
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
-- Small fire sound plays when near flame, will get louder if more than 3
|
||||
|
||||
ambience.add_set("smallfire", {
|
||||
frequency = 1000,
|
||||
sounds = {
|
||||
{name = "fire_small", length = 6, gain = 0.1}
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
if fire and fire.mod and fire.mod == "redo" then
|
||||
|
||||
local c = (def.totals["fire:basic_flame"] or 0) +
|
||||
(def.totals["fire:permanent_flame"] or 0)
|
||||
|
||||
if c > 3 and c < 9 then
|
||||
return "smallfire", 0.2
|
||||
|
||||
elseif c > 0 and c < 4 then
|
||||
return "smallfire"
|
||||
end
|
||||
end
|
||||
end,
|
||||
nodes = {"fire:basic_flame", "fire:permanent_flame"}
|
||||
})
|
||||
|
||||
-- Large fire sound plays when near flames, will get louder if more than 16
|
||||
|
||||
ambience.add_set("largefire", {
|
||||
frequency = 1000,
|
||||
sounds = {
|
||||
{name = "fire_large", length = 8, gain = 0.4}
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
if fire and fire.mod and fire.mod == "redo" then
|
||||
|
||||
local c = (def.totals["fire:basic_flame"] or 0) +
|
||||
(def.totals["fire:permanent_flame"] or 0)
|
||||
|
||||
if c > 16 then
|
||||
return "largefire", 0.4
|
||||
|
||||
elseif c > 8 then
|
||||
return "largefire"
|
||||
end
|
||||
end
|
||||
end,
|
||||
nodes = {"fire:basic_flame", "fire:permanent_flame"}
|
||||
})
|
||||
|
||||
-- Lava sound plays when near lava, will get louder if more than 50
|
||||
|
||||
ambience.add_set("lava", {
|
||||
frequency = 1000,
|
||||
sounds = {
|
||||
{name = "lava", length = 7}
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
local c = (def.totals["default:lava_source"] or 0) +
|
||||
(def.totals["default:lava_flowing"] or 0)
|
||||
|
||||
if c > 50 then
|
||||
return "lava", 0.5
|
||||
|
||||
elseif c > 5 then
|
||||
return "lava"
|
||||
end
|
||||
end,
|
||||
nodes = {"default:lava_source", "default:lava_flowing"}
|
||||
})
|
||||
|
||||
-- Water sound plays when near flowing water, will get louder if more than 50
|
||||
|
||||
ambience.add_set("flowing_water", {
|
||||
frequency = 1000,
|
||||
sounds = {
|
||||
{name = "waterfall", length = 6}
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
local c = (def.totals["default:water_flowing"] or 0)
|
||||
|
||||
if c > 50 then
|
||||
return "flowing_water", 0.5
|
||||
|
||||
elseif c > 20 then
|
||||
return "flowing_water"
|
||||
end
|
||||
end,
|
||||
nodes = {"default:water_flowing"}
|
||||
})
|
||||
|
||||
-- River sound plays when near flowing river, will get louder if more than 20
|
||||
|
||||
ambience.add_set("river", {
|
||||
frequency = 1000,
|
||||
sounds = {
|
||||
{name = "river", length = 4, gain = 0.1}
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
local c = (def.totals["default:river_water_flowing"] or 0)
|
||||
|
||||
if c > 20 then
|
||||
return "river", 0.4
|
||||
|
||||
elseif c > 5 then
|
||||
return "river"
|
||||
end
|
||||
end,
|
||||
nodes = {"default:river_water_flowing"}
|
||||
})
|
||||
|
||||
-- Beach sounds play when around 0-7 player Y position and 150+ water source found
|
||||
|
||||
ambience.add_set("beach", {
|
||||
frequency = 40,
|
||||
sounds = {
|
||||
{name = "seagull", length = 4.5},
|
||||
{name = "beach", length = 13},
|
||||
{name = "gull", length = 1},
|
||||
{name = "beach_2", length = 6},
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
local c = (def.totals["default:water_source"] or 0)
|
||||
|
||||
if def.pos.y < 7 and def.pos.y > 0
|
||||
and c > 150 then
|
||||
return "beach"
|
||||
end
|
||||
end,
|
||||
nodes = {"default:water_source"}
|
||||
})
|
||||
|
||||
-- Ice sounds play when 100 or more ice are nearby
|
||||
|
||||
ambience.add_set("ice", {
|
||||
frequency = 250,
|
||||
sounds = {
|
||||
{name = "icecrack", length = 23},
|
||||
{name = "desertwind", length = 8},
|
||||
{name = "wind", length = 9},
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
local c = (def.totals["default:ice"] or 0)
|
||||
|
||||
if c > 100 then
|
||||
return "ice"
|
||||
end
|
||||
end,
|
||||
nodes = {"default:ice"},
|
||||
})
|
||||
|
||||
-- Desert sounds play when near 150+ desert sand or stone
|
||||
|
||||
ambience.add_set("desert", {
|
||||
frequency = 20,
|
||||
sounds = {
|
||||
{name = "coyote", length = 2.5},
|
||||
{name = "wind", length = 9},
|
||||
{name = "desertwind", length = 8}
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
local c = (def.totals["default:desert_sand"] or 0) +
|
||||
(def.totals["default:desert_stone"] or 0)
|
||||
|
||||
if c > 150 then
|
||||
return "desert"
|
||||
end
|
||||
end,
|
||||
nodes = {"default:desert_sand", "default:desert_stone"}
|
||||
})
|
||||
|
||||
-- Winds play when player is above 60 Y position and near 150+ snow blocks
|
||||
|
||||
ambience.add_set("high_up", {
|
||||
frequency = 40,
|
||||
sounds = {
|
||||
{name = "desertwind", length = 8},
|
||||
{name = "wind", length = 9},
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
local c = (def.totals["default:snowblock"] or 0)
|
||||
|
||||
if def.pos.y > 60
|
||||
or c > 150 then
|
||||
return "high_up"
|
||||
end
|
||||
end,
|
||||
nodes = {"default:snowblock"}
|
||||
})
|
||||
|
||||
-- Cave sounds play when below player position Y -25
|
||||
|
||||
ambience.add_set("cave", {
|
||||
frequency = 60,
|
||||
sounds = {
|
||||
{name = "drippingwater1", length = 1.5},
|
||||
{name = "drippingwater2", length = 1.5}
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
if def.pos.y < -25 then
|
||||
return "cave"
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
-- Jungle sounds play during daytime and when around 90 jungletree trunks
|
||||
|
||||
ambience.add_set("jungle", {
|
||||
frequency = 200,
|
||||
sounds = {
|
||||
{name = "jungle_day_1", length = 7},
|
||||
{name = "deer", length = 7},
|
||||
{name = "canadianloon2", length = 14},
|
||||
{name = "bird1", length = 11},
|
||||
{name = "peacock", length = 2},
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
local c = (def.totals["default:jungletree"] or 0)
|
||||
|
||||
if def.tod > 0.2 and def.tod < 0.8 and c > 90 then
|
||||
return "jungle"
|
||||
end
|
||||
end,
|
||||
nodes = {"default:jungletree"}
|
||||
})
|
||||
|
||||
-- Jungle sounds play during nighttime and when around 90 jungletree trunks
|
||||
|
||||
ambience.add_set("jungle_night", {
|
||||
frequency = 200,
|
||||
sounds = {
|
||||
{name = "jungle_night_1", length = 4},
|
||||
{name = "jungle_night_2", length = 4},
|
||||
{name = "deer", length = 7},
|
||||
{name = "frog", length = 1},
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
local c = (def.totals["default:jungletree"] or 0)
|
||||
|
||||
if (def.tod < 0.2 or def.tod > 0.8) and c > 90 then
|
||||
return "jungle"
|
||||
end
|
||||
end,
|
||||
nodes = {"default:jungletree"}
|
||||
})
|
||||
|
||||
-- Nighttime sounds play at night (default sounds near end of list)
|
||||
|
||||
ambience.add_set("night", {
|
||||
frequency = 40,
|
||||
sounds = {
|
||||
{name = "hornedowl", length = 2},
|
||||
{name = "wolves", length = 4, gain = 0.4},
|
||||
{name = "cricket", length = 6},
|
||||
{name = "deer", length = 7},
|
||||
{name = "frog", length = 1},
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
if def.tod < 0.2 or def.tod > 0.8 then
|
||||
return "night"
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
-- Daytime sounds play during day (default sounds near end of list)
|
||||
|
||||
ambience.add_set("day", {
|
||||
frequency = 40,
|
||||
sounds = {
|
||||
{name = "cardinal", length = 3},
|
||||
{name = "craw", length = 3},
|
||||
{name = "bluejay", length = 6},
|
||||
{name = "robin", length = 4},
|
||||
{name = "bird1", length = 11},
|
||||
{name = "bird2", length = 6},
|
||||
{name = "crestedlark", length = 6},
|
||||
{name = "peacock", length = 2},
|
||||
{name = "wind", length = 9},
|
||||
},
|
||||
sound_check = function(def)
|
||||
|
||||
if def.tod > 0.2 and def.tod < 0.8 then
|
||||
return "day"
|
||||
end
|
||||
end,
|
||||
})
|
Loading…
Reference in New Issue
Block a user