From c5f4d6b9ec65ec42855c79b94fff0b2fe46e2bde Mon Sep 17 00:00:00 2001 From: tenplus1 Date: Sun, 14 Jun 2020 13:20:55 +0100 Subject: [PATCH] tweak & tidy code, re-order some sound sets --- init.lua | 60 +++++++----- soundsets.lua | 262 +++++++++++++++++++++++++++++++------------------- 2 files changed, 200 insertions(+), 122 deletions(-) diff --git a/init.lua b/init.lua index 287d63f..738a530 100644 --- a/init.lua +++ b/init.lua @@ -20,6 +20,8 @@ local set_nodes = {} -- all the nodes needed for sets -- global functions + +-- add set to list ambience.add_set = function(set_name, def) if not set_name or not def then @@ -69,6 +71,7 @@ ambience.add_set = function(set_name, def) end +-- return set from list using name ambience.get_set = function(set_name) if sound_sets[set_name] then @@ -77,6 +80,7 @@ ambience.get_set = function(set_name) end +-- remove set from list ambience.del_set = function(set_name) sound_sets[set_name] = nil @@ -138,13 +142,14 @@ local get_ambience = function(player, tod, name) {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 + -- loop through sets in order and choose first that meets it's conditions for n = 1, #sound_set_order do local set = sound_sets[ sound_set_order[n] ] if set and set.sound_check then + -- pass settings to function for condition check local set_name, gain = set.sound_check({ player = player, pos = pos, @@ -155,6 +160,7 @@ local get_ambience = function(player, tod, name) feet_node = nod_feet }) + -- if conditions met return set name and gain value if set_name then return set_name, gain end @@ -166,18 +172,21 @@ end local timer = 0 local random = math.random --- player routine +-- players routine minetest.register_globalstep(function(dtime) - -- every 1 second + -- one second timer timer = timer + dtime if timer < 1 then return end timer = 0 + -- get list of players and set some variables local players = minetest.get_connected_players() local player_name, number, chance, ambience, handler local tod = minetest.get_timeofday() + local ok = true + -- loop through players for n = 1, #players do player_name = players[n]:get_player_name() @@ -188,17 +197,20 @@ minetest.register_globalstep(function(dtime) --print(string.format("elapsed time: %.4f\n", os.clock() - t1)) -local ok = true + ok = true -- everything starts off ok -- check set exists if set_name ~= nil and not sound_sets[set_name] then + print("[ambience] sound set doesn't exist:", set_name) - ok = false + + ok = false -- don't continue, set missing end + -- are we ok and have a set name if ok and set_name then - -- stop sound if another set active + -- stop current sound if another set active or gain changed if playing[player_name] and playing[player_name].handler then @@ -212,42 +224,47 @@ local ok = true playing[player_name].handler = nil playing[player_name].gain = nil else --- return - ok = false + ok = false -- sound set still playing, skip new sound end end -if ok then - -- choose random sound from set selected - number = random(1, #sound_sets[set_name].sounds) - ambience = sound_sets[set_name].sounds[number] - - math.randomseed(tod + number) - + -- set random chance and reset seed chance = random(1, 1000) - if chance < sound_sets[set_name].frequency then + math.randomseed(tod + chance) + -- if chance is lower than set frequency then select set + if ok and chance < sound_sets[set_name].frequency then + + -- choose random sound from set selected + number = random(1, #sound_sets[set_name].sounds) + ambience = sound_sets[set_name].sounds[number] + + -- play sound handler = minetest.sound_play(ambience.name, { to_player = player_name, gain = ((ambience.gain or 0.3) + (MORE_GAIN or 0)) * SOUNDVOLUME }) + -- only continue if sound is playing + if handler then + --print ("playing... " .. ambience.name .. " (" .. chance .. " < " -- .. sound_sets[set_name].frequency .. ") @ ", MORE_GAIN) - if handler then - + -- set what player is currently listening to playing[player_name] = playing[player_name] or {} playing[player_name].handler = handler playing[player_name].sound = set_name playing[player_name].gain = MORE_GAIN playing[player_name].old_handler = handler + -- set timer to stop sound minetest.after(ambience.length, function(args) local player_name = args[2] + -- make sure we are stopping same sound we started if playing[player_name] and playing[player_name].handler and playing[player_name].sound == set_name @@ -255,6 +272,7 @@ if ok then --print("-- timed stop") minetest.sound_stop(playing[player_name].handler) + -- reset player variables playing[player_name].sound = nil playing[player_name].handler = nil playing[player_name].gain = nil @@ -264,15 +282,12 @@ if ok then end, {ambience, player_name}) end end - -end -- end ok - end end end) --- set volume commands +-- sound volume command minetest.register_chatcommand("svol", { params = "", description = "set sound volume (0.1 to 1.0)", @@ -290,6 +305,7 @@ minetest.register_chatcommand("svol", { }) +-- music volume command (0 stops music) minetest.register_chatcommand("mvol", { params = "", description = "set music volume (0.1 to 1.0)", diff --git a/soundsets.lua b/soundsets.lua index 243bc74..da14657 100644 --- a/soundsets.lua +++ b/soundsets.lua @@ -9,26 +9,32 @@ -- 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, + 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] @@ -40,49 +46,62 @@ ambience.add_set("splash", { return "splash" end end - end, + end }) -- check for env_sounds mod, if not found enable water flowing sounds if not minetest.get_modpath("env_sounds") then --- Water sound plays when near flowing water, will get louder if more than 50 +-- Water sound plays when near flowing water ambience.add_set("flowing_water", { + frequency = 1000, + sounds = { {name = "waterfall", length = 6} }, + + nodes = {"default:water_flowing"}, + sound_check = function(def) local c = (def.totals["default:water_flowing"] or 0) - if c > 5 then - return "flowing_water", math.min(0.04 + c * 0.004, 0.6) - end + if c > 40 then + return "flowing_water", 0.5 - end, - nodes = {"default:water_flowing"} + elseif c > 5 then + return "flowing_water" + end + end }) --- River sound plays when near flowing river, will get louder if more than 20 +-- River sound plays when near flowing river ambience.add_set("river", { + frequency = 1000, + sounds = { {name = "river", length = 4, gain = 0.1} }, + + nodes = {"default:river_water_flowing"}, + sound_check = function(def) local c = (def.totals["default:river_water_flowing"] or 0) - if c > 5 then - return "river", math.min(0.04 + c * 0.004, 0.5) - end + if c > 20 then + return "river", 0.5 - end, - nodes = {"default:river_water_flowing"} + elseif c > 5 then + return "river" + end + end }) + else print ("[Ambience] found env_sounds, flowing water sounds disabled.") end @@ -98,105 +117,124 @@ if flame_sound and not fire_redo then else --- Small fire sound plays when near flame, will get louder if more than 3 +-- Small fire sound plays when near lower than 9 flames ambience.add_set("smallfire", { + frequency = 1000, + sounds = { {name = "fire_small", length = 6, gain = 0.1} }, + + nodes = {"fire:basic_flame", "fire:permanent_flame"}, + sound_check = function(def) 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 + if c > 5 and c < 9 then + return "smallfire", 0.5 - elseif c > 0 and c < 4 then + elseif c > 0 and c < 9 then return "smallfire" end - end, - nodes = {"fire:basic_flame", "fire:permanent_flame"} + end }) --- Large fire sound plays when near flames, will get louder if more than 16 +-- Large fire sound plays when near more than 9 flames ambience.add_set("largefire", { + frequency = 1000, + sounds = { {name = "fire_large", length = 8, gain = 0.4} }, + sound_check = function(def) + -- fire nodes were added in last set, so don't need to be added in this one local c = (def.totals["fire:basic_flame"] or 0) + (def.totals["fire:permanent_flame"] or 0) - if c > 16 then - return "largefire", 0.4 + if c > 20 then + return "largefire", 0.5 elseif c > 8 then return "largefire" end - end, - nodes = {"fire:basic_flame", "fire:permanent_flame"} + end }) end --- Lava sound plays when near lava, will get louder if more than 50 +-- Lava sound plays when near lava ambience.add_set("lava", { + frequency = 1000, + sounds = { {name = "lava", length = 7} }, + + nodes = {"default:lava_source", "default:lava_flowing"}, + sound_check = function(def) local c = (def.totals["default:lava_source"] or 0) + (def.totals["default:lava_flowing"] or 0) - if c > 50 then + if c > 20 then return "lava", 0.5 elseif c > 5 then return "lava" end - end, - nodes = {"default:lava_source", "default:lava_flowing"} + end }) --- Beach sounds play when around 0-7 player Y position and 150+ water source found +-- Beach sounds play when below y-pos 6 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}, + {name = "beach_2", length = 6} }, + + nodes = {"default:water_source"}, + 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 + if def.pos.y < 6 and def.pos.y > 0 and c > 150 then return "beach" end - end, - nodes = {"default:water_source"} + end }) -- 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}, + {name = "wind", length = 9} }, + + nodes = {"default:ice"}, + sound_check = function(def) local c = (def.totals["default:ice"] or 0) @@ -204,19 +242,23 @@ ambience.add_set("ice", { if c > 100 then return "ice" end - end, - nodes = {"default:ice"}, + end }) -- Desert sounds play when near 150+ desert or normal sand ambience.add_set("desert", { + frequency = 20, + sounds = { {name = "coyote", length = 2.5}, {name = "wind", length = 9}, {name = "desertwind", length = 8} }, + + nodes = {"default:desert_sand", "default:sand"}, + sound_check = function(def) local c = (def.totals["default:desert_sand"] or 0) @@ -225,57 +267,44 @@ ambience.add_set("desert", { if c > 150 and def.pos.y > 10 then return "desert" end - end, - nodes = {"default:desert_sand", "default:sand"} -}) - --- Winds play when player is above 50 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 > 50 - or c > 150 then - return "high_up" - end - end, - nodes = {"default:snowblock"} + end }) -- 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, + end }) --- Jungle sounds play during daytime and when around 90 jungletree trunks +-- Jungle sounds play during day 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}, + {name = "peacock", length = 2} }, + + nodes = {"default:jungletree"}, + sound_check = function(def) local c = (def.totals["default:jungletree"] or 0) @@ -283,62 +312,39 @@ ambience.add_set("jungle", { if def.tod > 0.2 and def.tod < 0.8 and c > 90 then return "jungle" end - end, - nodes = {"default:jungletree"} + end }) --- Jungle sounds play during nighttime and when around 90 jungletree trunks +-- Jungle sounds play during night 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}, + {name = "frog", length = 1} }, + sound_check = function(def) + -- jungle tree was added in last set, so doesnt need to be added in this one local c = (def.totals["default:jungletree"] or 0) if (def.tod < 0.2 or def.tod > 0.8) and c > 90 then - return "jungle" + return "jungle_night" end - end, - nodes = {"default:jungletree"} -}) - --- Nighttime sounds play at night when around leaves and above ground - -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) - - local c = (def.totals["default:leaves"] or 0) - + (def.totals["default:bush_leaves"] or 0) - + (def.totals["default:pine_needles"] or 0) - + (def.totals["default:aspen_leaves"] or 0) - - if (def.tod < 0.2 or def.tod > 0.8) - and def.pos.y > -10 - and c > 5 then - return "night" - end - end, - nodes = {"group:leaves"} + end }) -- Daytime sounds play during day when around leaves and above ground ambience.add_set("day", { + frequency = 40, + sounds = { {name = "cardinal", length = 3}, {name = "craw", length = 3}, @@ -348,10 +354,14 @@ ambience.add_set("day", { {name = "bird2", length = 6}, {name = "crestedlark", length = 6}, {name = "peacock", length = 2}, - {name = "wind", length = 9}, + {name = "wind", length = 9} }, + + nodes = {"group:leaves"}, + sound_check = function(def) + -- we used group:leaves but still need to specify actual nodes for total local c = (def.totals["default:leaves"] or 0) + (def.totals["default:bush_leaves"] or 0) + (def.totals["default:pine_needles"] or 0) @@ -362,6 +372,58 @@ ambience.add_set("day", { and c > 5 then return "day" end - end, - nodes = {"group:leaves"} + end +}) + +-- Nighttime sounds play at night when above ground near leaves + +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) + + -- leaves were added in last set, so don't need to be added to this one + local c = (def.totals["default:leaves"] or 0) + + (def.totals["default:bush_leaves"] or 0) + + (def.totals["default:pine_needles"] or 0) + + (def.totals["default:aspen_leaves"] or 0) + + if (def.tod < 0.2 or def.tod > 0.8) + and def.pos.y > -10 + and c > 5 then + return "night" + end + end +}) + +-- Winds play when player is above 50 y-pos or near 150+ snow blocks + +ambience.add_set("high_up", { + + frequency = 40, + + sounds = { + {name = "desertwind", length = 8}, + {name = "wind", length = 9} + }, + + nodes = {"default:snowblock"}, + + sound_check = function(def) + + local c = (def.totals["default:snowblock"] or 0) + + if def.pos.y > 50 or c > 150 then + return "high_up" + end + end })