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	flowing water higher priority than lava sound
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		| @@ -43,6 +43,48 @@ ambience.add_set("splash", { | ||||
| 	end, | ||||
| }) | ||||
|  | ||||
| -- 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"} | ||||
| }) | ||||
|  | ||||
| -- Small fire sound plays when near flame, will get louder if more than 3 | ||||
|  | ||||
| ambience.add_set("smallfire", { | ||||
| @@ -115,48 +157,6 @@ ambience.add_set("lava", { | ||||
| 	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", { | ||||
|   | ||||
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