mirror of
https://codeberg.org/tenplus1/ambience.git
synced 2024-12-24 01:30:30 +01:00
tweak & tidy code, re-order some sound sets
This commit is contained in:
parent
2b143286b7
commit
c5f4d6b9ec
60
init.lua
60
init.lua
@ -20,6 +20,8 @@ local set_nodes = {} -- all the nodes needed for sets
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-- global functions
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-- add set to list
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ambience.add_set = function(set_name, def)
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if not set_name or not def then
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@ -69,6 +71,7 @@ ambience.add_set = function(set_name, def)
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end
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-- return set from list using name
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ambience.get_set = function(set_name)
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if sound_sets[set_name] then
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@ -77,6 +80,7 @@ ambience.get_set = function(set_name)
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end
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-- remove set from list
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ambience.del_set = function(set_name)
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sound_sets[set_name] = nil
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@ -138,13 +142,14 @@ local get_ambience = function(player, tod, name)
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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}, set_nodes)
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-- loop through sets in order and choose one that meets it's conditions
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-- loop through sets in order and choose first that meets it's conditions
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for n = 1, #sound_set_order do
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local set = sound_sets[ sound_set_order[n] ]
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if set and set.sound_check then
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-- pass settings to function for condition check
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local set_name, gain = set.sound_check({
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player = player,
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pos = pos,
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@ -155,6 +160,7 @@ local get_ambience = function(player, tod, name)
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feet_node = nod_feet
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})
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-- if conditions met return set name and gain value
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if set_name then
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return set_name, gain
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end
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@ -166,18 +172,21 @@ end
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local timer = 0
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local random = math.random
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-- player routine
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-- players routine
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minetest.register_globalstep(function(dtime)
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-- every 1 second
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-- one second timer
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timer = timer + dtime
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if timer < 1 then return end
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timer = 0
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-- get list of players and set some variables
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local players = minetest.get_connected_players()
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local player_name, number, chance, ambience, handler
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local tod = minetest.get_timeofday()
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local ok = true
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-- loop through players
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for n = 1, #players do
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player_name = players[n]:get_player_name()
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@ -188,17 +197,20 @@ minetest.register_globalstep(function(dtime)
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--print(string.format("elapsed time: %.4f\n", os.clock() - t1))
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local ok = true
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ok = true -- everything starts off ok
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-- check set exists
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if set_name ~= nil and not sound_sets[set_name] then
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print("[ambience] sound set doesn't exist:", set_name)
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ok = false
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ok = false -- don't continue, set missing
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end
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-- are we ok and have a set name
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if ok and set_name then
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-- stop sound if another set active
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-- stop current sound if another set active or gain changed
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if playing[player_name]
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and playing[player_name].handler then
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@ -212,42 +224,47 @@ local ok = true
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playing[player_name].handler = nil
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playing[player_name].gain = nil
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else
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-- return
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ok = false
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ok = false -- sound set still playing, skip new sound
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end
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end
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if ok then
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-- choose random sound from set selected
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number = random(1, #sound_sets[set_name].sounds)
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ambience = sound_sets[set_name].sounds[number]
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math.randomseed(tod + number)
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-- set random chance and reset seed
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chance = random(1, 1000)
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if chance < sound_sets[set_name].frequency then
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math.randomseed(tod + chance)
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-- if chance is lower than set frequency then select set
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if ok and chance < sound_sets[set_name].frequency then
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-- choose random sound from set selected
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number = random(1, #sound_sets[set_name].sounds)
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ambience = sound_sets[set_name].sounds[number]
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-- play sound
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handler = minetest.sound_play(ambience.name, {
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to_player = player_name,
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gain = ((ambience.gain or 0.3) + (MORE_GAIN or 0)) * SOUNDVOLUME
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})
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-- only continue if sound is playing
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if handler then
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--print ("playing... " .. ambience.name .. " (" .. chance .. " < "
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-- .. sound_sets[set_name].frequency .. ") @ ", MORE_GAIN)
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if handler then
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-- set what player is currently listening to
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playing[player_name] = playing[player_name] or {}
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playing[player_name].handler = handler
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playing[player_name].sound = set_name
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playing[player_name].gain = MORE_GAIN
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playing[player_name].old_handler = handler
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-- set timer to stop sound
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minetest.after(ambience.length, function(args)
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local player_name = args[2]
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-- make sure we are stopping same sound we started
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if playing[player_name]
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and playing[player_name].handler
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and playing[player_name].sound == set_name
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@ -255,6 +272,7 @@ if ok then
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--print("-- timed stop")
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minetest.sound_stop(playing[player_name].handler)
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-- reset player variables
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playing[player_name].sound = nil
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playing[player_name].handler = nil
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playing[player_name].gain = nil
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@ -264,15 +282,12 @@ if ok then
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end, {ambience, player_name})
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end
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end
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end -- end ok
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end
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end
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end)
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-- set volume commands
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-- sound volume command
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minetest.register_chatcommand("svol", {
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params = "<svol>",
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description = "set sound volume (0.1 to 1.0)",
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@ -290,6 +305,7 @@ minetest.register_chatcommand("svol", {
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})
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-- music volume command (0 stops music)
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minetest.register_chatcommand("mvol", {
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params = "<mvol>",
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description = "set music volume (0.1 to 1.0)",
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262
soundsets.lua
262
soundsets.lua
@ -9,26 +9,32 @@
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-- Underwater sounds play when player head is submerged
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ambience.add_set("underwater", {
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frequency = 1000,
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sounds = {
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{name = "scuba", length = 8}
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},
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sound_check = function(def)
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if minetest.registered_nodes[def.head_node]
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and minetest.registered_nodes[def.head_node].groups.water then
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return "underwater"
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end
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end,
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end
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})
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-- Splashing sound plays when player walks inside water nodes
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ambience.add_set("splash", {
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frequency = 1000,
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sounds = {
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{name = "swim_splashing", length = 3},
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},
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sound_check = function(def)
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if minetest.registered_nodes[def.feet_node]
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@ -40,49 +46,62 @@ ambience.add_set("splash", {
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return "splash"
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end
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end
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end,
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end
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})
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-- check for env_sounds mod, if not found enable water flowing sounds
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if not minetest.get_modpath("env_sounds") then
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-- Water sound plays when near flowing water, will get louder if more than 50
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-- Water sound plays when near flowing water
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ambience.add_set("flowing_water", {
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frequency = 1000,
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sounds = {
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{name = "waterfall", length = 6}
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},
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nodes = {"default:water_flowing"},
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sound_check = function(def)
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local c = (def.totals["default:water_flowing"] or 0)
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if c > 5 then
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return "flowing_water", math.min(0.04 + c * 0.004, 0.6)
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end
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if c > 40 then
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return "flowing_water", 0.5
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end,
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nodes = {"default:water_flowing"}
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elseif c > 5 then
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return "flowing_water"
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end
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end
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})
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-- River sound plays when near flowing river, will get louder if more than 20
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-- River sound plays when near flowing river
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ambience.add_set("river", {
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frequency = 1000,
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sounds = {
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{name = "river", length = 4, gain = 0.1}
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},
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nodes = {"default:river_water_flowing"},
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sound_check = function(def)
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local c = (def.totals["default:river_water_flowing"] or 0)
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if c > 5 then
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return "river", math.min(0.04 + c * 0.004, 0.5)
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end
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if c > 20 then
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return "river", 0.5
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end,
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nodes = {"default:river_water_flowing"}
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elseif c > 5 then
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return "river"
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end
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end
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})
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else
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print ("[Ambience] found env_sounds, flowing water sounds disabled.")
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end
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@ -98,105 +117,124 @@ if flame_sound and not fire_redo then
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else
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-- Small fire sound plays when near flame, will get louder if more than 3
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-- Small fire sound plays when near lower than 9 flames
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ambience.add_set("smallfire", {
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frequency = 1000,
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sounds = {
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{name = "fire_small", length = 6, gain = 0.1}
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},
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nodes = {"fire:basic_flame", "fire:permanent_flame"},
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sound_check = function(def)
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local c = (def.totals["fire:basic_flame"] or 0)
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+ (def.totals["fire:permanent_flame"] or 0)
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if c > 3 and c < 9 then
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return "smallfire", 0.2
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if c > 5 and c < 9 then
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return "smallfire", 0.5
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elseif c > 0 and c < 4 then
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elseif c > 0 and c < 9 then
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return "smallfire"
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end
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end,
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nodes = {"fire:basic_flame", "fire:permanent_flame"}
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end
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})
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-- Large fire sound plays when near flames, will get louder if more than 16
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-- Large fire sound plays when near more than 9 flames
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ambience.add_set("largefire", {
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frequency = 1000,
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sounds = {
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{name = "fire_large", length = 8, gain = 0.4}
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},
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sound_check = function(def)
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-- fire nodes were added in last set, so don't need to be added in this one
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local c = (def.totals["fire:basic_flame"] or 0)
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+ (def.totals["fire:permanent_flame"] or 0)
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if c > 16 then
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return "largefire", 0.4
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if c > 20 then
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return "largefire", 0.5
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elseif c > 8 then
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return "largefire"
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end
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end,
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nodes = {"fire:basic_flame", "fire:permanent_flame"}
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end
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})
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end
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-- Lava sound plays when near lava, will get louder if more than 50
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-- Lava sound plays when near lava
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ambience.add_set("lava", {
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frequency = 1000,
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sounds = {
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{name = "lava", length = 7}
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},
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nodes = {"default:lava_source", "default:lava_flowing"},
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sound_check = function(def)
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local c = (def.totals["default:lava_source"] or 0)
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+ (def.totals["default:lava_flowing"] or 0)
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if c > 50 then
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if c > 20 then
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return "lava", 0.5
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elseif c > 5 then
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return "lava"
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end
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end,
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nodes = {"default:lava_source", "default:lava_flowing"}
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end
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})
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-- Beach sounds play when around 0-7 player Y position and 150+ water source found
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-- Beach sounds play when below y-pos 6 and 150+ water source found
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ambience.add_set("beach", {
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frequency = 40,
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sounds = {
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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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{name = "beach_2", length = 6}
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},
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nodes = {"default:water_source"},
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sound_check = function(def)
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local c = (def.totals["default:water_source"] or 0)
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if def.pos.y < 7 and def.pos.y > 0
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and c > 150 then
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if def.pos.y < 6 and def.pos.y > 0 and c > 150 then
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return "beach"
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end
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end,
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nodes = {"default:water_source"}
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end
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})
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-- Ice sounds play when 100 or more ice are nearby
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ambience.add_set("ice", {
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frequency = 250,
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sounds = {
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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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{name = "wind", length = 9}
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},
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nodes = {"default:ice"},
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sound_check = function(def)
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local c = (def.totals["default:ice"] or 0)
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@ -204,19 +242,23 @@ ambience.add_set("ice", {
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if c > 100 then
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return "ice"
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end
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end,
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nodes = {"default:ice"},
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end
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})
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-- Desert sounds play when near 150+ desert or normal sand
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ambience.add_set("desert", {
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frequency = 20,
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sounds = {
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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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nodes = {"default:desert_sand", "default:sand"},
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sound_check = function(def)
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local c = (def.totals["default:desert_sand"] or 0)
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@ -225,57 +267,44 @@ ambience.add_set("desert", {
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if c > 150 and def.pos.y > 10 then
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return "desert"
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end
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end,
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nodes = {"default:desert_sand", "default:sand"}
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})
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-- Winds play when player is above 50 Y position and near 150+ snow blocks
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ambience.add_set("high_up", {
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frequency = 40,
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sounds = {
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{name = "desertwind", length = 8},
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{name = "wind", length = 9},
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},
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sound_check = function(def)
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local c = (def.totals["default:snowblock"] or 0)
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if def.pos.y > 50
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or c > 150 then
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return "high_up"
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end
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end,
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nodes = {"default:snowblock"}
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end
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})
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-- Cave sounds play when below player position Y -25
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ambience.add_set("cave", {
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frequency = 60,
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sounds = {
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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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sound_check = function(def)
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if def.pos.y < -25 then
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return "cave"
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end
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end,
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end
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})
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-- Jungle sounds play during daytime and when around 90 jungletree trunks
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-- Jungle sounds play during day and when around 90 jungletree trunks
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ambience.add_set("jungle", {
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frequency = 200,
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sounds = {
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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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{name = "peacock", length = 2}
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},
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nodes = {"default:jungletree"},
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sound_check = function(def)
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local c = (def.totals["default:jungletree"] or 0)
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@ -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
|
||||
})
|
||||
|
Loading…
Reference in New Issue
Block a user