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Added kilbiths smaller sounds and changed timings
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@ -1,4 +1,9 @@
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# ambience
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Ambience Lite mod for Minetest
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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...
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0.1 - Initial release
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0.2 - Code change and new water sounds added
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0.3 - Works with Fire Redo mod to provide fire sounds
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0.4 - Code optimized
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0.5 - Changed to kilbiths smaller sound files and removed canadianloon1, adjusted timings
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31
init.lua
31
init.lua
@ -1,5 +1,5 @@
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--= Ambience lite by TenPlus1 (2nd March 2015)
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--= Ambience lite by TenPlus1 (6th March 2015)
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local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000)
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local SOUNDVOLUME = 1
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@ -10,21 +10,19 @@ local tempy = {}
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-- sound sets
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local night = {
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handler = {}, frequency = 20,
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handler = {}, frequency = 40,
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{name="hornedowl", length=2},
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{name="wolves", length=4},
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{name="cricket", length=6},
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{name="deer", length=7},
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{name="frog", length=1},
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{name="raccoon", length=1}
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}
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local day = {
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handler = {}, frequency = 80,
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handler = {}, frequency = 40,
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{name="cardinal", length=3},
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{name="craw", length=3},
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{name="bluejay", length=6},
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{name="canadianloon1", length=10},
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{name="craw", length=3},
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{name="canadianloon2", length=14},
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{name="robin", length=4},
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{name="bird1", length=11},
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@ -33,14 +31,20 @@ local day = {
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{name="peacock", length=2}
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}
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local high_up = {
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handler = {}, frequency = 40,
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{name="craw", length=3},
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{name="wind", length=9.5},
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}
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local cave = {
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handler = {}, frequency = 80,
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handler = {}, frequency = 60,
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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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local beach = {
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handler = {}, frequency = 20,
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handler = {}, frequency = 40,
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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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@ -152,7 +156,11 @@ local get_ambience = function(player)
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return {desert=desert}
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end
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if player:getpos().y < -10 then
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if pos.y > 60 then
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return {high_up=high_up}
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end
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if pos.y < -10 then
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return {cave=cave}
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end
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@ -210,8 +218,8 @@ end
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-- check sounds that are not in still_playing
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local still_playing = function(still_playing, player)
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if not still_playing.cave then stop_sound(cave, player) end
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if not still_playing.high_up then stop_sound(high_up, player) end
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if not still_playing.beach then stop_sound(beach, player) end
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if not still_playing.desert then stop_sound(desert, player) end
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if not still_playing.night then stop_sound(night, player) end
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@ -222,7 +230,6 @@ local still_playing = function(still_playing, player)
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if not still_playing.lava then stop_sound(lava, player) end
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if not still_playing.smallfire then stop_sound(smallfire, player) end
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if not still_playing.largefire then stop_sound(largefire, player) end
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end
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-- player routine
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@ -242,7 +249,6 @@ minetest.register_globalstep(function(dtime)
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still_playing(ambiences, player)
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for _,ambience in pairs(ambiences) do
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if math.random(1, 1000) <= ambience.frequency then
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if ambience.on_start and played_on_start == false then
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played_on_start = true
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@ -252,7 +258,6 @@ minetest.register_globalstep(function(dtime)
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play_sound(player, ambience, math.random(1, #ambience))
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end
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end
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end
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end)
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BIN
sounds/bird1.ogg
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sounds/bird1.ogg
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sounds/bird2.ogg
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sounds/bird2.ogg
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sounds/craw.ogg
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sounds/craw.ogg
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sounds/lava.ogg
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sounds/lava.ogg
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sounds/robin.ogg
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sounds/robin.ogg
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BIN
sounds/wind.ogg
Normal file
BIN
sounds/wind.ogg
Normal file
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