added flame_sound and fire redo check

This commit is contained in:
tenplus1 2020-06-10 16:36:45 +01:00
parent 7bb0275f1e
commit b7f794c1fe
2 changed files with 330 additions and 322 deletions

607
init.lua
View File

@ -1,303 +1,304 @@
ambience = {} ambience = {}
-- override default water sounds -- override default water sounds
minetest.override_item("default:water_source", { sounds = {} }) minetest.override_item("default:water_source", { sounds = {} })
minetest.override_item("default:water_flowing", { sounds = {} }) minetest.override_item("default:water_flowing", { sounds = {} })
minetest.override_item("default:river_water_source", { sounds = {} }) minetest.override_item("default:river_water_source", { sounds = {} })
minetest.override_item("default:river_water_flowing", { sounds = {} }) minetest.override_item("default:river_water_flowing", { sounds = {} })
-- settings -- settings
local SOUNDVOLUME = 1.0 local SOUNDVOLUME = 1.0
local MUSICVOLUME = 1.0 local MUSICVOLUME = 1.0
local play_music = minetest.settings:get_bool("ambience_music") ~= false local play_music = minetest.settings:get_bool("ambience_music") ~= false
local pplus = minetest.get_modpath("playerplus") local pplus = minetest.get_modpath("playerplus")
local radius = 6 local radius = 6
local playing = {} local playing = {}
local sound_sets = {} -- all the sounds and their settings local sound_sets = {} -- all the sounds and their settings
local sound_set_order = {} -- needed because pairs loops randomly through tables local sound_set_order = {} -- needed because pairs loops randomly through tables
local set_nodes = {} -- all the nodes needed for sets local set_nodes = {} -- all the nodes needed for sets
-- global functions -- global functions
ambience.add_set = function(set_name, def) ambience.add_set = function(set_name, def)
if set_name and def then if not set_name or not def then
return
sound_sets[set_name] = { end
frequency = def.frequency or 50,
sounds = def.sounds, sound_sets[set_name] = {
sound_check = def.sound_check, frequency = def.frequency or 50,
nodes = def.nodes, sounds = def.sounds,
} sound_check = def.sound_check,
nodes = def.nodes
-- add set name to the sound_set_order table }
local can_add = true
-- add set name to the sound_set_order table
for i = 1, #sound_set_order do local can_add = true
if sound_set_order[i] == set_name then for i = 1, #sound_set_order do
can_add = false
end if sound_set_order[i] == set_name then
end can_add = false
end
if can_add then end
table.insert(sound_set_order, set_name)
end if can_add then
table.insert(sound_set_order, set_name)
-- add any missing nodes to the set_nodes table end
if def.nodes then
-- add any missing nodes to the set_nodes table
for i = 1, #def.nodes do if def.nodes then
can_add = def.nodes[i] for i = 1, #def.nodes do
for j = 1, #set_nodes do can_add = def.nodes[i]
if def.nodes[i] == set_nodes[j] then for j = 1, #set_nodes do
can_add = false
end if def.nodes[i] == set_nodes[j] then
end can_add = false
end
if can_add then end
table.insert(set_nodes, can_add)
end if can_add then
end table.insert(set_nodes, can_add)
end end
end end
end end
end
ambience.get_set = function(set_name)
ambience.get_set = function(set_name)
if sound_sets[set_name] then
return sound_sets[set_name] if sound_sets[set_name] then
end return sound_sets[set_name]
end end
end
ambience.del_set = function(set_name)
ambience.del_set = function(set_name)
sound_sets[set_name] = nil
sound_sets[set_name] = nil
local can_del = false
local can_del = false
for i = 1, #sound_set_order do
for i = 1, #sound_set_order do
if sound_set_order[i] == set_name then
can_del = i if sound_set_order[i] == set_name then
end can_del = i
end end
end
if can_del then
table.remove(sound_set_order, can_del) if can_del then
end table.remove(sound_set_order, can_del)
end end
end
-- plays music and selects sound set
local get_ambience = function(player, tod, name) -- 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 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 -- play at midnight
if tod >= 0.0 and tod <= 0.01 then
if not playing[name].music then
if not playing[name].music then
playing[name].music = minetest.sound_play("ambience_music", {
to_player = player:get_player_name(), playing[name].music = minetest.sound_play("ambience_music", {
gain = MUSICVOLUME to_player = player:get_player_name(),
}) gain = MUSICVOLUME
end })
end
elseif tod > 0.1 and playing[name].music then
elseif tod > 0.1 and playing[name].music then
playing[name].music = nil
end playing[name].music = nil
end end
end
-- get foot and head level nodes at player position
local pos = player:get_pos() -- get foot and head level nodes at player position
local pos = player:get_pos()
pos.y = pos.y + 1.4 -- head level
pos.y = pos.y + 1.4 -- head level
local nod_head = pplus and playerplus[name].nod_head or minetest.get_node(pos).name
local nod_head = pplus and playerplus[name].nod_head or minetest.get_node(pos).name
pos.y = pos.y - 1.2 -- foot level
pos.y = pos.y - 1.2 -- foot level
local nod_feet = pplus and playerplus[name].nod_feet or minetest.get_node(pos).name
local nod_feet = pplus and playerplus[name].nod_feet or minetest.get_node(pos).name
pos.y = pos.y - 0.2 -- reset pos
pos.y = pos.y - 0.2 -- reset pos
-- get all set nodes around player
local ps, cn = minetest.find_nodes_in_area( -- get all set nodes around player
{x = pos.x - radius, y = pos.y - radius, z = pos.z - radius}, local ps, cn = minetest.find_nodes_in_area(
{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius}, set_nodes) {x = pos.x - radius, y = pos.y - radius, z = pos.z - radius},
{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius}, set_nodes)
-- loop through sets in order and choose one that meets it's conditions
for n = 1, #sound_set_order do -- loop through sets in order and choose one that meets it's conditions
for n = 1, #sound_set_order do
local set = sound_sets[ sound_set_order[n] ]
local set = sound_sets[ sound_set_order[n] ]
if set and set.sound_check then
if set and set.sound_check then
local set_name, gain = set.sound_check({
player = player, local set_name, gain = set.sound_check({
pos = pos, player = player,
tod = tod, pos = pos,
totals = cn, tod = tod,
positions = ps, totals = cn,
head_node = nod_head, positions = ps,
feet_node = nod_feet head_node = nod_head,
}) feet_node = nod_feet
})
if set_name then
return set_name, gain if set_name then
end return set_name, gain
end end
end end
end end
end
local timer = 0
local random = math.random local timer = 0
local random = math.random
-- player routine
minetest.register_globalstep(function(dtime) -- player routine
minetest.register_globalstep(function(dtime)
-- every 1 second
timer = timer + dtime -- every 1 second
if timer < 1 then return end timer = timer + dtime
timer = 0 if timer < 1 then return end
timer = 0
local players = minetest.get_connected_players()
local player_name, number, chance, ambience, handler local players = minetest.get_connected_players()
local tod = minetest.get_timeofday() local player_name, number, chance, ambience, handler
local tod = minetest.get_timeofday()
for n = 1, #players do
for n = 1, #players do
player_name = players[n]:get_player_name()
player_name = players[n]:get_player_name()
--local t1 = os.clock()
--local t1 = os.clock()
local set_name, MORE_GAIN = get_ambience(players[n], tod, player_name)
local set_name, MORE_GAIN = get_ambience(players[n], tod, player_name)
--print(string.format("elapsed time: %.4f\n", os.clock() - t1))
--print(string.format("elapsed time: %.4f\n", os.clock() - t1))
if set_name then
if set_name then
-- stop sound if another set active
if playing[player_name] -- stop sound if another set active
and playing[player_name].handler then if playing[player_name]
and playing[player_name].handler then
if playing[player_name].sound ~= set_name
or (playing[player_name].sound == set_name if playing[player_name].sound ~= set_name
and playing[player_name].gain ~= MORE_GAIN) then or (playing[player_name].sound == set_name
and playing[player_name].gain ~= MORE_GAIN) then
minetest.sound_stop(playing[player_name].handler)
minetest.sound_stop(playing[player_name].handler)
playing[player_name].sound = nil
playing[player_name].handler = nil playing[player_name].sound = nil
playing[player_name].gain = nil playing[player_name].handler = nil
else playing[player_name].gain = nil
return else
end return
end end
end
-- choose random sound from set selected
number = random(1, #sound_sets[set_name].sounds) -- choose random sound from set selected
ambience = sound_sets[set_name].sounds[number] number = random(1, #sound_sets[set_name].sounds)
ambience = sound_sets[set_name].sounds[number]
math.randomseed(tod + number)
math.randomseed(tod + number)
chance = random(1, 1000)
chance = random(1, 1000)
if chance < sound_sets[set_name].frequency then
if chance < sound_sets[set_name].frequency then
handler = minetest.sound_play(ambience.name, {
to_player = player_name, handler = minetest.sound_play(ambience.name, {
gain = ((ambience.gain or 0.3) + (MORE_GAIN or 0)) * SOUNDVOLUME 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) --print ("playing... " .. ambience.name .. " (" .. chance .. " < "
-- .. sound_sets[set_name].frequency .. ") @ ", MORE_GAIN)
if handler then
if handler then
playing[player_name] = playing[player_name] or {}
playing[player_name].handler = handler playing[player_name] = playing[player_name] or {}
playing[player_name].sound = set_name playing[player_name].handler = handler
playing[player_name].gain = MORE_GAIN playing[player_name].sound = set_name
playing[player_name].gain = MORE_GAIN
minetest.after(ambience.length, function(args)
minetest.after(ambience.length, function(args)
local player_name = args[2]
local player_name = args[2]
if playing[player_name]
and playing[player_name].handler if playing[player_name]
and playing[player_name].sound == set_name then and playing[player_name].handler
and playing[player_name].sound == set_name then
minetest.sound_stop(playing[player_name].handler)
minetest.sound_stop(playing[player_name].handler)
playing[player_name].sound = nil
playing[player_name].handler = nil playing[player_name].sound = nil
playing[player_name].gain = nil playing[player_name].handler = nil
end playing[player_name].gain = nil
end
end, {ambience, player_name})
end end, {ambience, player_name})
end end
end end
end end
end) end
end)
-- set volume commands
minetest.register_chatcommand("svol", { -- set volume commands
params = "<svol>", minetest.register_chatcommand("svol", {
description = "set sound volume (0.1 to 1.0)", params = "<svol>",
privs = {server = true}, description = "set sound volume (0.1 to 1.0)",
privs = {server = true},
func = function(name, param)
func = function(name, param)
SOUNDVOLUME = tonumber(param) or SOUNDVOLUME
SOUNDVOLUME = tonumber(param) or SOUNDVOLUME
if SOUNDVOLUME < 0.1 then SOUNDVOLUME = 0.1 end
if SOUNDVOLUME > 1.0 then SOUNDVOLUME = 1.0 end if SOUNDVOLUME < 0.1 then SOUNDVOLUME = 0.1 end
if SOUNDVOLUME > 1.0 then SOUNDVOLUME = 1.0 end
return true, "Sound volume set to " .. SOUNDVOLUME
end, return true, "Sound volume set to " .. SOUNDVOLUME
}) end,
})
minetest.register_chatcommand("mvol", {
params = "<mvol>", minetest.register_chatcommand("mvol", {
description = "set music volume (0.1 to 1.0)", params = "<mvol>",
privs = {server = true}, description = "set music volume (0.1 to 1.0)",
privs = {server = true},
func = function(name, param)
func = function(name, param)
MUSICVOLUME = tonumber(param) or MUSICVOLUME
MUSICVOLUME = tonumber(param) or MUSICVOLUME
-- ability to stop music just as it begins
if MUSICVOLUME == 0 and playing[name].music then -- ability to stop music just as it begins
minetest.sound_stop(playing[name].music) if MUSICVOLUME == 0 and playing[name].music then
end 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 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, return true, "Music volume set to " .. MUSICVOLUME
}) end,
})
-- load default sound sets
dofile(minetest.get_modpath("ambience") .. "/soundsets.lua") -- load default sound sets
dofile(minetest.get_modpath("ambience") .. "/soundsets.lua")
print("[MOD] Ambience Lite loaded")
print("[MOD] Ambience Lite loaded")

View File

@ -89,9 +89,20 @@ ambience.add_set("river", {
nodes = {"default:river_water_flowing"} nodes = {"default:river_water_flowing"}
}) })
else else
print ("[Ambience] found env_sounds, flowing water sounds disabled") print ("[Ambience] found env_sounds, flowing water sounds disabled.")
end end
-- Only add fire sounds set if flame_sound is disabled or fire redo active
local flame_sound = minetest.settings:get_bool("flame_sound", true)
local fire_redo = minetest.get_modpath("fire") and fire.mod and fire.mod == "redo"
if flame_sound and not fire_redo then
print ("[Ambience] fire sounds not enabled, already active in fire mod.")
else
-- Small fire sound plays when near flame, will get louder if more than 3 -- Small fire sound plays when near flame, will get louder if more than 3
ambience.add_set("smallfire", { ambience.add_set("smallfire", {
@ -101,17 +112,14 @@ ambience.add_set("smallfire", {
}, },
sound_check = function(def) 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)
local c = (def.totals["fire:basic_flame"] or 0) if c > 3 and c < 9 then
+ (def.totals["fire:permanent_flame"] or 0) return "smallfire", 0.2
if c > 3 and c < 9 then elseif c > 0 and c < 4 then
return "smallfire", 0.2 return "smallfire"
elseif c > 0 and c < 4 then
return "smallfire"
end
end end
end, end,
nodes = {"fire:basic_flame", "fire:permanent_flame"} nodes = {"fire:basic_flame", "fire:permanent_flame"}
@ -126,22 +134,21 @@ ambience.add_set("largefire", {
}, },
sound_check = function(def) 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)
local c = (def.totals["fire:basic_flame"] or 0) if c > 16 then
+ (def.totals["fire:permanent_flame"] or 0) return "largefire", 0.4
if c > 16 then elseif c > 8 then
return "largefire", 0.4 return "largefire"
elseif c > 8 then
return "largefire"
end
end end
end, end,
nodes = {"fire:basic_flame", "fire:permanent_flame"} nodes = {"fire:basic_flame", "fire:permanent_flame"}
}) })
end
-- Lava sound plays when near lava, will get louder if more than 50 -- Lava sound plays when near lava, will get louder if more than 50
ambience.add_set("lava", { ambience.add_set("lava", {