Added kilbiths smaller sounds and changed timings

This commit is contained in:
tenplus1 2015-03-06 09:24:33 +00:00
parent 2934b2700d
commit fbb57432ee
17 changed files with 25 additions and 15 deletions

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@ -1,4 +1,9 @@
# ambience
Ambience Lite mod for Minetest
Based on Immersive Sounds .36 mod by Neuromancer and optimized to run on servers with new fire sounds added when Fire Redo mod is detected...
Based on Immersive Sounds .36 mod by Neuromancer and optimized to run on servers with new fire sounds added when Fire Redo mod is detected...
0.1 - Initial release
0.2 - Code change and new water sounds added
0.3 - Works with Fire Redo mod to provide fire sounds
0.4 - Code optimized
0.5 - Changed to kilbiths smaller sound files and removed canadianloon1, adjusted timings

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@ -1,5 +1,5 @@
--= Ambience lite by TenPlus1 (2nd March 2015)
--= Ambience lite by TenPlus1 (6th March 2015)
local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000)
local SOUNDVOLUME = 1
@ -10,21 +10,19 @@ local tempy = {}
-- sound sets
local night = {
handler = {}, frequency = 20,
handler = {}, frequency = 40,
{name="hornedowl", length=2},
{name="wolves", length=4},
{name="cricket", length=6},
{name="deer", length=7},
{name="frog", length=1},
{name="raccoon", length=1}
}
local day = {
handler = {}, frequency = 80,
handler = {}, frequency = 40,
{name="cardinal", length=3},
{name="craw", length=3},
{name="bluejay", length=6},
{name="canadianloon1", length=10},
{name="craw", length=3},
{name="canadianloon2", length=14},
{name="robin", length=4},
{name="bird1", length=11},
@ -33,14 +31,20 @@ local day = {
{name="peacock", length=2}
}
local high_up = {
handler = {}, frequency = 40,
{name="craw", length=3},
{name="wind", length=9.5},
}
local cave = {
handler = {}, frequency = 80,
handler = {}, frequency = 60,
{name="drippingwater1", length=1.5},
{name="drippingwater2", length=1.5}
}
local beach = {
handler = {}, frequency = 20,
handler = {}, frequency = 40,
{name="seagull", length=4.5},
{name="beach", length=13},
{name="gull", length=1}
@ -151,8 +155,12 @@ local get_ambience = function(player)
if num_desert > 150 then
return {desert=desert}
end
if pos.y > 60 then
return {high_up=high_up}
end
if player:getpos().y < -10 then
if pos.y < -10 then
return {cave=cave}
end
@ -210,8 +218,8 @@ end
-- check sounds that are not in still_playing
local still_playing = function(still_playing, player)
if not still_playing.cave then stop_sound(cave, player) end
if not still_playing.high_up then stop_sound(high_up, player) end
if not still_playing.beach then stop_sound(beach, player) end
if not still_playing.desert then stop_sound(desert, player) end
if not still_playing.night then stop_sound(night, player) end
@ -222,7 +230,6 @@ local still_playing = function(still_playing, player)
if not still_playing.lava then stop_sound(lava, player) end
if not still_playing.smallfire then stop_sound(smallfire, player) end
if not still_playing.largefire then stop_sound(largefire, player) end
end
-- player routine
@ -242,7 +249,6 @@ minetest.register_globalstep(function(dtime)
still_playing(ambiences, player)
for _,ambience in pairs(ambiences) do
if math.random(1, 1000) <= ambience.frequency then
if ambience.on_start and played_on_start == false then
played_on_start = true
@ -252,7 +258,6 @@ minetest.register_globalstep(function(dtime)
play_sound(player, ambience, math.random(1, #ambience))
end
end
end
end)

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sounds/wind.ogg Normal file

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