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.13 added song and flowing water
added mass affect song
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ambience.zip
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ambience.zip
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@ -1,5 +1,5 @@
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--------------------------------------------------------------------------------------------------------
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--------------------------------------------------------------------------------------------------------
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--Ambiance Configuration for version .12
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--Ambiance Configuration for version .13
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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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@ -95,6 +95,12 @@ local water_frequent = {
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{name="scuba1tubulentbubbles", length=10.5, gain=water_frequent_volume}
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{name="scuba1tubulentbubbles", length=10.5, gain=water_frequent_volume}
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}
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}
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local flowing_water = {
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handler = {},
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frequency = 1000,
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{name="small_waterfall", length=14},
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}
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local play_music = minetest.setting_getbool("music") or false
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local play_music = minetest.setting_getbool("music") or false
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local music = {
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local music = {
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handler = {},
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handler = {},
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@ -103,6 +109,7 @@ local music = {
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{name="echos", length=2*60+26, gain=music_volume},
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{name="echos", length=2*60+26, gain=music_volume},
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{name="FoamOfTheSea", length=1*60+50, gain=music_volume},
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{name="FoamOfTheSea", length=1*60+50, gain=music_volume},
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{name="eastern_feeling", length=3*60+51, gain=music_volume},
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{name="eastern_feeling", length=3*60+51, gain=music_volume},
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{name="Mass_Effect_Uncharted_Worlds", length=2*60+29, gain=music_volume},
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{name="dark_ambiance", length=44, gain=music_volume}
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{name="dark_ambiance", length=44, gain=music_volume}
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}
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}
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@ -110,6 +117,23 @@ local is_daytime = function()
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return (minetest.env:get_timeofday() > 0.2 and minetest.env:get_timeofday() < 0.8)
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return (minetest.env:get_timeofday() > 0.2 and minetest.env:get_timeofday() < 0.8)
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end
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end
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local nodes_in_range = function(pos, search_distance, node_name)
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local search_p = {x=0, y=0, z=0}
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local nodes_found = 0
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for p_x=(pos.x-search_distance), (pos.x+search_distance) do
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for p_y=(pos.y-search_distance), (pos.y+search_distance) do
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for p_z=(pos.z-search_distance), (pos.z+search_distance) do
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local search_n = minetest.env:get_node({x=p_x, y=p_y, z=p_z})
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if search_n.name == node_name then
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nodes_found = nodes_found + 1
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end
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end
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end
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end
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return nodes_found
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--minetest.chat_send_all("Range: " .. tostring(search_distance) .. " | Found (" .. node_name .. ": " .. nodes_found .. ")")
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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 pos = player:getpos()
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local pos = player:getpos()
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pos.y = pos.y+1.0
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pos.y = pos.y+1.0
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@ -121,6 +145,13 @@ local get_ambience = function(player)
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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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end
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end
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if nodes_in_range(pos, 5, "default:water_flowing")>5 then
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if music then
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return {flowing_water=flowing_water, music=music}
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else
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return {flowing_water=flowing_water}
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end
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end
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if player:getpos().y < 0 then
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if player:getpos().y < 0 then
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if music then
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if music then
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return {cave=cave, cave_frequent=cave_frequent, music=music}
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return {cave=cave, cave_frequent=cave_frequent, music=music}
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@ -239,6 +270,16 @@ local stop_sound = function(still_playing, player)
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list.handler[player_name] = nil
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list.handler[player_name] = nil
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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 still_playing.flowing_water == nil then
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local list = flowing_water
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if list.handler[player_name] ~= nil then
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if list.on_stop ~= nil then
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minetest.sound_play(list.on_stop, {to_player=player:get_player_name()})
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end
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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end
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end
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if still_playing.water == nil then
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if still_playing.water == nil then
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local list = water
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local list = water
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if list.handler[player_name] ~= nil then
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if list.handler[player_name] ~= nil then
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@ -1,5 +1,5 @@
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--------------Music Lic:
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--------------Music Lic:
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- Jordach:
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Jordach:
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--mtest
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--mtest
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--dark_ambiance
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--dark_ambiance
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--eastern_feeling
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--eastern_feeling
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@ -11,8 +11,11 @@ The included sounds are http://creativecommons.org/licenses/by-nc-sa/3.0/
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--echos http://soundcloud.com/jordan-craige/echos-1
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--echos http://soundcloud.com/jordan-craige/echos-1
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Creative Commons Attribution license (reuse allowed) Attribution 3.0 Unported (CC BY 3.0)
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Creative Commons Attribution license (reuse allowed) Attribution 3.0 Unported (CC BY 3.0)
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xi-intersection:
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http://soundcloud.com/xi-intersection/mass-effect-uncharted-worlds Creative Commons License
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http://soundcloud.com/xi-intersection/mass-effect-uncharted-worlds Creative Commons License
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--not used:
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http://soundcloud.com/xi-intersection/donkey-kong-country-2-flight
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http://soundcloud.com/xi-intersection/donkey-kong-country-2-flight
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http://soundcloud.com/kogyo/kogyo-skalar-m1
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-----------Sound Lic:
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-----------Sound Lic:
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--Nightime Sound, Recorded by Mike Koenig, License: Attribution 3.0 http://soundbible.com/951-Nightime.html
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--Nightime Sound, Recorded by Mike Koenig, License: Attribution 3.0 http://soundbible.com/951-Nightime.html
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@ -56,6 +59,12 @@ ComboWind uses:
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--Splash: Attribution 3.0 | Recorded by BlastwaveFx.com, http://soundbible.com/546-Fish-Splashing.html
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--Splash: Attribution 3.0 | Recorded by BlastwaveFx.com, http://soundbible.com/546-Fish-Splashing.html
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--small_waterfall Attribution License, volivieri, http://www.freesound.org/people/volivieri/sounds/38390/
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--Lake_Waves_2*, Attribution License, Benboncan, http://www.freesound.org/people/Benboncan/sounds/67884/
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--water_swimming_splashing*, Attribution Noncommercial License, Robinhood76, http://www.freesound.org/people/Robinhood76/sounds/79657/
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----------------Not used yet:
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----------------Not used yet:
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--natural night sounds in Boquete.wav, Attribution License, laurent, http://www.freesound.org/people/laurent/sounds/15851/
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--natural night sounds in Boquete.wav, Attribution License, laurent, http://www.freesound.org/people/laurent/sounds/15851/
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http://www.freesound.org/people/Dynamicell/sounds/17553/
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http://www.freesound.org/people/Dynamicell/sounds/17553/
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ambience/sounds/small_waterfall.ogg
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ambience/sounds/small_waterfall.ogg
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