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8 changed files with 305 additions and 342 deletions

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@ -21,5 +21,8 @@ Based on Immersive Sounds .36 mod by Neuromancer and optimized to run on servers
- 1.6 - Finding env_sounds disables water and lava sets, added 'ambience_water_move' flag to override water walking sounds, use eye level for head node.
- 1.7 - Music will play every 20-30 minutes if found, use '/mvol 0' to stop playing music or disable in-game.
- 1.8 - Players can set induvidual volume for sound and music which is saved.
- 1.9 - Tidy code, refactor music playing, add biome name to sound_check.
- 2.0 - Add Mineclone support, add ethereal leaf check, remove minetest.after for custom timer, add Polish translation, tweak & tidy code.
- 2.1 - Add ambience.group_total() function for easy counting of group: nodes inside a set.
Code license: MIT

18
api.txt
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@ -27,6 +27,7 @@ ambience.add_set(set_name, def)
'positions' position data for every node found
'head_node' name of node at player head level
'feet_node' nameof node at player foot level
'biome' name of biome at current position
This will let you add a set or sounds with the frequency it's used and check
function for it to play. If ephemeral is true then no handler will be used and sound will be played in background alongside other sounds.
@ -42,14 +43,22 @@ ambience.add_set("windy", {
{name = "crow", length = 3, ephemeral = true},
},
sound_check = function(def)
local number = totals["default:sand"] or 0 -- yep, can also be nil
local number = def.totals["default:sand"] or 0 -- yep, can also be nil
if number > 20 then
return "windy", 0.2 -- return set to play and optional gain volume
end
end,
end
})
Counting group: nodes
---------------------
Instead of counting each node total for things like leaves within the sound_check function, you could use the following helper function to return their total instead e.g.
local number = ambience.group_totals(def.totals, "leaves") -- count all group:leaves
Getting Sound Set
-----------------
@ -80,7 +89,7 @@ Additional Commands
Two volume commands have been added to set sound and music volume:
/svol (0.1 to 1.0)
/mvol (0.1 to 1.0) -- 0 can be used to stop music from playing when it begins
/mvol (0.1 to 1.0) -- 0 can be used to stop music curently playing
Music
@ -88,4 +97,5 @@ Music
Music can be stored in the sounds folder either on server or locally and so long
as it is named 'ambience_music.1', 'ambience_music.2' etc. then it will select
a song randomly at midnight and play player.
a song randomly to play every 20 minutes.

294
init.lua
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@ -1,26 +1,29 @@
-- global
ambience = {}
-- settings
local SOUNDVOLUME = 1.0
local MUSICVOLUME = 0.6
local play_music = minetest.settings:get_bool("ambience_music") ~= false
local pplus = minetest.get_modpath("playerplus")
local MUSICINTERVAL = 60 * 20
local play_music = core.settings:get_bool("ambience_music") ~= false
local radius = 6
local playing = {}
local playing = {} -- user settings, timers and current set playing
local sound_sets = {} -- all the sounds and their settings
local sound_set_order = {} -- needed because pairs loops randomly through tables
local set_nodes = {} -- all the nodes needed for sets
-- translation
local S = minetest.get_translator("ambience")
local S = core.get_translator("ambience")
-- add set to list
ambience.add_set = function(set_name, def)
if not set_name or not def then
return
end
function ambience.add_set(set_name, def)
if not set_name or not def then return end
sound_sets[set_name] = {
frequency = def.frequency or 50,
@ -34,14 +37,10 @@ ambience.add_set = function(set_name, def)
for i = 1, #sound_set_order do
if sound_set_order[i] == set_name then
can_add = false
end
if sound_set_order[i] == set_name then can_add = false end
end
if can_add then
table.insert(sound_set_order, set_name)
end
if can_add then table.insert(sound_set_order, set_name) end
-- add any missing nodes to the set_nodes table
if def.nodes then
@ -52,27 +51,23 @@ ambience.add_set = function(set_name, def)
for j = 1, #set_nodes do
if def.nodes[i] == set_nodes[j] then
can_add = false
end
if def.nodes[i] == set_nodes[j] then can_add = false end
end
if can_add then
table.insert(set_nodes, can_add)
if can_add then table.insert(set_nodes, can_add) end
end
end
end
end
-- return set from list using name
ambience.get_set = function(set_name)
function ambience.get_set(set_name)
return sound_sets[set_name]
end
-- remove set from list
ambience.del_set = function(set_name)
function ambience.del_set(set_name)
sound_sets[set_name] = nil
@ -80,79 +75,79 @@ ambience.del_set = function(set_name)
for i = 1, #sound_set_order do
if sound_set_order[i] == set_name then
can_del = i
if sound_set_order[i] == set_name then can_del = i end
end
if can_del then table.remove(sound_set_order, can_del) end
end
-- return node total belonging to a specific group:
function ambience.group_total(ntab, ngrp)
local tot = 0
local def, grp
for _,n in pairs(ntab) do
def = core.registered_nodes[_]
grp = def and def.groups and def.groups[ngrp]
if grp and grp > 0 then
tot = tot + n
end
end
if can_del then
table.remove(sound_set_order, can_del)
return tot
end
end
-- setup table when player joins
minetest.register_on_joinplayer(function(player)
core.register_on_joinplayer(function(player)
if player then
local name = player:get_player_name()
playing[name] = {music = -1}
local mvol, svol
local meta = player:get_meta()
mvol = meta:get_string("ambience.mvol")
svol = meta:get_string("ambience.svol")
mvol = tonumber(mvol) or MUSICVOLUME
svol = tonumber(svol) or SOUNDVOLUME
playing[name].mvol = mvol
playing[name].svol = svol
playing[name] = {
mvol = tonumber(meta:get_string("ambience.mvol")) or MUSICVOLUME,
svol = tonumber(meta:get_string("ambience.svol")) or SOUNDVOLUME,
timer = 0,
music = 0,
music_handler = nil
}
end
end)
-- remove table when player leaves
minetest.register_on_leaveplayer(function(player)
if player then
playing[player:get_player_name()] = nil
end
core.register_on_leaveplayer(function(player)
if player then playing[player:get_player_name()] = nil end
end)
-- plays music and selects sound set
local get_ambience = function(player, tod, name)
-- play server or local music if music enabled and music not already playing
if play_music
and playing[name] and playing[name].music < 0
and playing[name].mvol > 0 then
local function get_ambience(player, tod, name)
-- count backwards
playing[name].music = playing[name].music -1
-- if enabled and not already playing, play local/server music on interval check
if play_music and playing[name] and playing[name].mvol > 0 then
-- play music every 20 minutes
if playing[name].music < -(60 * 20) then
-- increase music time interval
playing[name].music = playing[name].music + 1
playing[name].music = minetest.sound_play("ambience_music", {
-- play music on interval check
if playing[name].music > MUSICINTERVAL and playing[name].music_handler == nil then
playing[name].music_handler = core.sound_play("ambience_music", {
to_player = name,
gain = playing[name].mvol
})
-- reset music timer after 10 minutes
minetest.after(60 * 10, function(name)
if playing[name] then
playing[name].music = -1
playing[name].music = 0 -- reset interval
end
end, name)
end
--print("-- music count", playing[name].music)
--print("-- music timer", playing[name].music .. "/" .. MUSICINTERVAL)
end
-- get foot and head level nodes at player position
@ -160,31 +155,33 @@ local get_ambience = function(player, tod, name)
local prop = player:get_properties()
local eyeh = prop.eye_height or 1.47 -- eye level with fallback
pos.y = pos.y + eyeh
pos.y = pos.y + eyeh -- head level
local nod_head = pplus and name and playerplus[name]
and playerplus[name].nod_head or minetest.get_node(pos).name
local nod_head = core.get_node(pos).name
pos.y = (pos.y - eyeh) + 0.2 -- foot level
local nod_feet = pplus and name and playerplus[name]
and playerplus[name].nod_feet or minetest.get_node(pos).name
local nod_feet = core.get_node(pos).name
pos.y = pos.y - 0.2 -- reset pos
-- get all set nodes around player
local ps, cn = minetest.find_nodes_in_area(
local ps, cn = core.find_nodes_in_area(
{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 first that meets it's conditions
-- loop through sets in order and choose first that meets conditions set
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
-- get biome data
local bdata = core.get_biome_data(pos)
local biome = bdata and core.get_biome_name(bdata.biome) or ""
-- pass settings to set function for condition check
local set_name, gain = set.sound_check({
player = player,
pos = pos,
@ -192,61 +189,80 @@ local get_ambience = function(player, tod, name)
totals = cn,
positions = ps,
head_node = nod_head,
feet_node = nod_feet
feet_node = nod_feet,
biome = biome
})
-- if conditions met return set name and gain value
if set_name then
return set_name, gain
end
if set_name then return set_name, gain end
end
end
return nil, nil -- ADDED
return nil, nil
end
-- players routine
local timer = 0
local random = math.random
-- players routine
minetest.register_globalstep(function(dtime)
core.register_globalstep(function(dtime)
local players = core.get_connected_players()
local pname
-- reduce sound timer for each player and stop/reset when needed
for _, player in pairs(players) do
pname = player:get_player_name()
if playing[pname] and playing[pname].timer > 0 then
playing[pname].timer = playing[pname].timer - dtime
if playing[pname].timer <= 0 then
if playing[pname].handler then
core.sound_stop(playing[pname].handler)
end
playing[pname].set = nil
playing[pname].gain = nil
playing[pname].handler = nil
end
end
end
-- one second timer
timer = timer + dtime
if timer < 1 then return end
timer = 0
timer = timer + dtime ; if timer < 1 then return end ; timer = 0
local player_name, number, chance, ambience, handler, ok
local tod = minetest.get_timeofday()
local number, chance, ambience, handler, ok
local tod = core.get_timeofday()
-- loop through players
for _, player in pairs(minetest.get_connected_players()) do
for _, player in pairs(players) do
player_name = player:get_player_name()
pname = player:get_player_name()
--local t1 = os.clock()
local set_name, MORE_GAIN = get_ambience(player, tod, pname)
local set_name, MORE_GAIN = get_ambience(player, tod, player_name)
--print(string.format("elapsed time: %.4f\n", os.clock() - t1))
ok = playing[player_name] -- everything starts off ok if player found
ok = playing[pname] -- everything starts off ok if player found
-- are we playing something already?
if ok and playing[player_name].handler then
if ok and playing[pname].handler then
-- stop current sound if another set active or gain changed
if playing[player_name].set ~= set_name
or playing[player_name].gain ~= MORE_GAIN then
if playing[pname].set ~= set_name
or playing[pname].gain ~= MORE_GAIN then
--print ("-- change stop", set_name, playing[player_name].handler)
--print ("-- change stop", set_name, playing[pname].handler)
minetest.sound_stop(playing[player_name].handler)
core.sound_stop(playing[pname].handler)
playing[player_name].set = nil
playing[player_name].gain = nil
playing[player_name].handler = nil
playing[pname].set = nil
playing[pname].gain = nil
playing[pname].handler = nil
playing[pname].timer = 0
else
ok = false -- sound set still playing, skip new sound
end
@ -258,57 +274,34 @@ minetest.register_globalstep(function(dtime)
-- if chance is lower than set frequency then select set
if ok and set_name and chance < sound_sets[set_name].frequency then
-- choose random sound from set
number = random(#sound_sets[set_name].sounds)
ambience = sound_sets[set_name].sounds[number]
number = random(#sound_sets[set_name].sounds) -- choose random sound from set
ambience = sound_sets[set_name].sounds[number] -- grab sound information
-- play sound
handler = minetest.sound_play(ambience.name, {
to_player = player_name,
gain = ((ambience.gain or 0.3) + (MORE_GAIN or 0)) * playing[player_name].svol,
handler = core.sound_play(ambience.name, {
to_player = pname,
gain = ((ambience.gain or 0.3) + (MORE_GAIN or 0)) * playing[pname].svol,
pitch = ambience.pitch or 1.0
}, ambience.ephemeral)
--print ("playing... " .. ambience.name .. " (" .. chance .. " < "
-- .. sound_sets[set_name].frequency .. ") @ ", MORE_GAIN, handler)
-- only continue if sound playing returns handler
if handler then
--print("-- current handler", handler)
-- set what player is currently listening to
playing[player_name].set = set_name
playing[player_name].gain = MORE_GAIN
playing[player_name].handler = handler
-- set timer to stop sound
minetest.after(ambience.length, function(handler, player_name)
--print("-- timed stop", set_name, handler)
if handler then
minetest.sound_stop(handler)
end
-- reset variables if handlers match
if playing[player_name]
and playing[player_name].handler == handler then
--print("-- timed reset", handler, player_name)
playing[player_name].set = nil
playing[player_name].gain = nil
playing[player_name].handler = nil
end
end, handler, player_name)
-- set what player is currently listening to if handler found
playing[pname].set = set_name
playing[pname].gain = MORE_GAIN
playing[pname].handler = handler
playing[pname].timer = ambience.length
end
end
end
end)
-- sound volume command
minetest.register_chatcommand("svol", {
core.register_chatcommand("svol", {
params = S("<svol>"),
description = S("set sound volume (0.1 to 1.0)"),
privs = {},
@ -320,7 +313,7 @@ minetest.register_chatcommand("svol", {
if svol < 0.1 then svol = 0.1 end
if svol > 1.0 then svol = 1.0 end
local player = minetest.get_player_by_name(name)
local player = core.get_player_by_name(name)
local meta = player:get_meta()
meta:set_string("ambience.svol", svol)
@ -331,9 +324,9 @@ minetest.register_chatcommand("svol", {
end
})
-- music volume command (0 stops music)
minetest.register_chatcommand("mvol", {
core.register_chatcommand("mvol", {
params = S("<mvol>"),
description = S("set music volume (0.1 to 1.0, 0 to stop music)"),
privs = {},
@ -342,19 +335,20 @@ minetest.register_chatcommand("mvol", {
local mvol = tonumber(param) or playing[name].mvol
-- ability to stop music by setting volume to 0
if mvol == 0 and playing[name].music
and playing[name].music >= 0 then
-- stop music currently playing by setting volume to 0
if mvol == 0 and playing[name].music_handler then
minetest.sound_stop(playing[name].music)
core.sound_stop(playing[name].music_handler)
playing[name].music = -1
playing[name].music_handler = nil
core.chat_send_player(name, S("Music stopped!"))
end
if mvol < 0 then mvol = 0 end
if mvol > 1.0 then mvol = 1.0 end
local player = minetest.get_player_by_name(name)
local player = core.get_player_by_name(name)
local meta = player:get_meta()
meta:set_string("ambience.mvol", mvol)
@ -365,9 +359,9 @@ minetest.register_chatcommand("mvol", {
end
})
-- load default sound sets
dofile(minetest.get_modpath("ambience") .. "/soundsets.lua")
dofile(core.get_modpath("ambience") .. "/soundsets.lua")
print("[MOD] Ambience Lite loaded")

7
locale/ambience.es.tr Normal file
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@ -0,0 +1,7 @@
# textdomain: ambience
<svol>=<volumen de sonido>
set sound volume (0.1 to 1.0)=establecer volumen de sonido (0.1 a 1.0)
Sound volume set to @1=Volumen de sonido establecido a @1
<mvol>=<volumen de música>
set music volume (0.1 to 1.0, 0 to stop music)=establecer volumen de música (0.1 a 1.0, 0 para detener la música)
Music volume set to @1=Volumen de música establecido a @1

7
locale/ambience.pl.tr Normal file
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@ -0,0 +1,7 @@
# textdomain: ambience
<svol>=<sgłośność>
set sound volume (0.1 to 1.0)=ustaw głośność dźwięku (0.1 do 1.0)
Sound volume set to @1=Głośność dźwięku ustawiona na @1
<mvol>=<mgłośność>
set music volume (0.1 to 1.0, 0 to stop music)=ustaw głośność muzyki (0.1 do 1.0, 0 aby zatrzymać muzykę)
Music volume set to @1=Głośność muzyki ustawiona na @1

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@ -1,5 +1,4 @@
name = ambience
description = Adds realistic sound effects into your world.
depends = default
optional_depends = fire, playerplus
optional_depends = default, mcl_core, mclx_core
min_minetest_version = 5.0

Binary file not shown.

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@ -2,10 +2,15 @@
Default Sound Sets
------------------
Order is very important when adding a sound set so it will play a certain
set of sounds before any another.
Order is very important when adding a sound set so it will play
certain sound sets before any another.
--]]
-- mod support
local mod_def = core.get_modpath("default")
local mod_mcl = core.get_modpath("mcl_core")
-- Underwater sounds play when player head is submerged
ambience.add_set("underwater", {
@ -18,8 +23,9 @@ ambience.add_set("underwater", {
sound_check = function(def)
if minetest.registered_nodes[def.head_node]
and minetest.registered_nodes[def.head_node].groups.water then
local nodef = core.registered_nodes[def.head_node]
if nodef and nodef.groups and nodef.groups.water then
return "underwater"
end
end
@ -27,13 +33,21 @@ ambience.add_set("underwater", {
-- Splashing sound plays when player walks inside water nodes (if enabled)
if minetest.settings:get_bool("ambience_water_move") ~= false then
if core.settings:get_bool("ambience_water_move") ~= false then
-- override default water sounds
minetest.override_item("default:water_source", { sounds = {} })
minetest.override_item("default:water_flowing", { sounds = {} })
minetest.override_item("default:river_water_source", { sounds = {} })
minetest.override_item("default:river_water_flowing", { sounds = {} })
if mod_def then
core.override_item("default:water_source", { sounds = {} })
core.override_item("default:water_flowing", { sounds = {} })
core.override_item("default:river_water_source", { sounds = {} })
core.override_item("default:river_water_flowing", { sounds = {} })
elseif mod_mcl then
core.override_item("mcl_core:water_source", { sounds = {} })
core.override_item("mcl_core:water_flowing", { sounds = {} })
core.override_item("mclx_core:river_water_source", { sounds = {} })
core.override_item("mclx_core:river_water_flowing", { sounds = {} })
end
ambience.add_set("splash", {
@ -45,8 +59,9 @@ ambience.add_set("splash", {
sound_check = function(def)
if minetest.registered_nodes[def.feet_node]
and minetest.registered_nodes[def.feet_node].groups.water then
local nodef = core.registered_nodes[def.feet_node]
if nodef and nodef.groups and nodef.groups.water then
local control = def.player:get_player_control()
@ -56,11 +71,10 @@ ambience.add_set("splash", {
end
end
})
end
-- check for env_sounds mod, if not found enable water flowing and lava sounds
if not minetest.get_modpath("env_sounds") then
if not core.get_modpath("env_sounds") then
-- Water sound plays when near flowing water
@ -72,18 +86,16 @@ ambience.add_set("flowing_water", {
{name = "waterfall", length = 6}
},
nodes = {"default:water_flowing"},
nodes = {"group:water"},
sound_check = function(def)
local c = (def.totals["default:water_flowing"] or 0)
+ (def.totals["mcl_core:water_flowing"] or 0)
if c > 40 then
return "flowing_water", 0.5
if c > 40 then return "flowing_water", 0.5
elseif c > 5 then
return "flowing_water"
end
elseif c > 5 then return "flowing_water" end
end
})
@ -97,18 +109,14 @@ ambience.add_set("river", {
{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)
+ (def.totals["mclx_core:river_water_flowing"] or 0)
if c > 20 then
return "river", 0.5
if c > 20 then return "river", 0.5
elseif c > 5 then
return "river"
end
elseif c > 5 then return "river" end
end
})
@ -122,88 +130,22 @@ ambience.add_set("lava", {
{name = "lava", length = 7}
},
nodes = {"default:lava_source", "default:lava_flowing"},
nodes = {"group:lava"},
sound_check = function(def)
local c = (def.totals["default:lava_source"] or 0)
+ (def.totals["default:lava_flowing"] or 0)
+ (def.totals["mcl_core:lava_source"] or 0)
+ (def.totals["mcl_core:lava_flowing"] or 0)
if c > 20 then
return "lava", 0.5
if c > 20 then return "lava", 0.5
elseif c > 5 then
return "lava"
end
elseif c > 5 then return "lava" end
end
})
else
print ("[MOD] Ambience - found env_sounds, flowing water and lava sounds disabled.")
end
-- Only add fire sounds set if flame_sound is disabled or fire redo active
local flame_sound = minetest.settings:get_bool("flame_sound", true)
local fire_redo = minetest.get_modpath("fire") and fire.mod and fire.mod == "redo"
if flame_sound and not fire_redo then
print ("[MOD] Ambience - fire sounds not enabled, already active in fire mod.")
else
-- 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 > 5 and c < 9 then
return "smallfire", 0.5
elseif c > 0 and c < 9 then
return "smallfire"
end
end
})
-- 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 > 20 then
return "largefire", 0.5
elseif c > 8 then
return "largefire"
end
end
})
print ("[MOD] Ambience - found env_sounds, using for water and lava sounds.")
end
-- Beach sounds play when below y-pos 6 and 150+ water source found
@ -214,16 +156,16 @@ ambience.add_set("beach", {
sounds = {
{name = "seagull", length = 4.5, ephemeral = true},
{name = "seagull", length = 4.5, pitch = 1.2, ephemeral = true},
{name = "beach", length = 13},
{name = "gull", length = 1, ephemeral = true},
{name = "beach_2", length = 6}
},
nodes = {"default:water_source"},
sound_check = function(def)
local c = (def.totals["default:water_source"] or 0)
+ (def.totals["mcl_core:water_source"] or 0)
if def.pos.y < 6 and def.pos.y > 0 and c > 150 then
return "beach"
@ -235,23 +177,23 @@ ambience.add_set("beach", {
ambience.add_set("ice", {
frequency = 250,
frequency = 80,
sounds = {
{name = "icecrack", length = 5, gain = 0.7},
{name = "icecrack", length = 5, gain = 1.1},
{name = "desertwind", length = 8},
{name = "wind", length = 9}
},
nodes = {"default:ice"},
nodes = (mod_mcl and {"mcl_core:ice", "mcl_core:packed_ice"} or {"default:ice"}),
sound_check = function(def)
local c = (def.totals["default:ice"] or 0)
+(def.totals["mcl_core:ice"] or 0)
+ (def.totals["mcl_core:packed_ice"] or 0)
if c > 100 then
return "ice"
end
if c > 400 then return "ice" end
end
})
@ -267,16 +209,19 @@ ambience.add_set("desert", {
{name = "desertwind", length = 8}
},
nodes = {"default:desert_sand", "default:sand"},
nodes = {
(mod_mcl and "mcl_core:redsand" or "default:desert_sand"),
(mod_mcl and "mcl_core:sand" or "default:sand")
},
sound_check = function(def)
local c = (def.totals["default:desert_sand"] or 0)
+ (def.totals["default:sand"] or 0)
+ (def.totals["mcl_core:sand"] or 0)
+ (def.totals["mcl_core:redsand"] or 0)
if c > 150 and def.pos.y > 10 then
return "desert"
end
if c > 150 and def.pos.y > 10 then return "desert" end
end
})
@ -289,16 +234,17 @@ ambience.add_set("cave", {
sounds = {
{name = "drippingwater1", length = 1.5, ephemeral = true},
{name = "drippingwater2", length = 1.5, ephemeral = true},
{name = "drippingwater2", length = 1.5, pitch = 1.2, ephemeral = true},
{name = "drippingwater2", length = 1.5, pitch = 1.4, ephemeral = true},
{name = "bats", length = 5, ephemeral = true}
},
sound_check = function(def)
local c = (def.totals["default:water_source"] or 0)
+ (def.totals["mcl_core:water_source"] or 0)
if c > 0 and def.pos.y < -25 then
return "cave"
end
if c > 0 and def.pos.y < -25 then return "cave" end
end
})
@ -313,18 +259,18 @@ ambience.add_set("jungle", {
{name = "deer", length = 7, ephemeral = true},
{name = "canadianloon2", length = 14},
{name = "bird1", length = 11},
{name = "peacock", length = 2, ephemeral = true}
{name = "peacock", length = 2, ephemeral = true},
{name = "peacock", length = 2, pitch = 1.2, ephemeral = true}
},
nodes = {"default:jungletree"},
nodes = {(mod_mcl and "mcl_trees:tree_jungle" or "default:jungletree")},
sound_check = function(def)
local c = (def.totals["default:jungletree"] or 0)
+ (def.totals["mcl_trees:tree_jungle"] or 0)
if def.tod > 0.2 and def.tod < 0.8 and c > 90 then
return "jungle"
end
if def.tod > 0.2 and def.tod < 0.8 and c > 79 then return "jungle" end
end
})
@ -338,17 +284,17 @@ ambience.add_set("jungle_night", {
{name = "jungle_night_1", length = 4, ephemeral = true},
{name = "jungle_night_2", length = 4, ephemeral = true},
{name = "deer", length = 7, ephemeral = true},
{name = "frog", length = 1, ephemeral = true}
{name = "frog", length = 1, ephemeral = true},
{name = "frog", length = 1, pitch = 1.3, ephemeral = true}
},
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)
+ (def.totals["mcl_trees:tree_jungle"] or 0)
if (def.tod < 0.2 or def.tod > 0.8) and c > 90 then
return "jungle_night"
end
if (def.tod < 0.2 or def.tod > 0.8) and c > 79 then return "jungle_night" end
end
})
@ -363,10 +309,13 @@ ambience.add_set("day", {
{name = "craw", length = 3, ephemeral = true},
{name = "bluejay", length = 6, ephemeral = true},
{name = "robin", length = 4, ephemeral = true},
{name = "robin", length = 4, pitch = 1.2, ephemeral = true},
{name = "bird1", length = 11},
{name = "bird2", length = 6, ephemeral = true},
{name = "crestedlark", length = 6, ephemeral = true},
{name = "crestedlark", length = 6, pitch = 1.1, ephemeral = true},
{name = "peacock", length = 2, ephemeral = true},
{name = "peacock", length = 2, pitch = 1.2, ephemeral = true},
{name = "wind", length = 9}
},
@ -374,15 +323,10 @@ ambience.add_set("day", {
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)
+ (def.totals["default:aspen_leaves"] or 0)
-- use handy function to count all nodes in group:leaves
local c = ambience.group_total(def.totals, "leaves")
if (def.tod > 0.2 and def.tod < 0.8)
and def.pos.y > -10
and c > 5 then
if (def.tod > 0.2 and def.tod < 0.8) and def.pos.y > 0 and c > 50 then
return "day"
end
end
@ -396,23 +340,21 @@ ambience.add_set("night", {
sounds = {
{name = "hornedowl", length = 2, ephemeral = true},
{name = "hornedowl", length = 2, pitch = 1.1, ephemeral = true},
{name = "wolves", length = 4, gain = 0.4, ephemeral = true},
{name = "cricket", length = 6, ephemeral = true},
{name = "deer", length = 7, ephemeral = true},
{name = "frog", length = 1, ephemeral = true}
{name = "frog", length = 1, ephemeral = true},
{name = "frog", length = 1, pitch = 1.2, ephemeral = true},
{name = "wind", length = 9}
},
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)
-- use handy function to count all nodes in group:leaves
local c = ambience.group_total(def.totals, "leaves")
if (def.tod < 0.2 or def.tod > 0.8)
and def.pos.y > -10
and c > 5 then
if (def.tod < 0.2 or def.tod > 0.8) and def.pos.y > 0 and c > 50 then
return "night"
end
end
@ -426,17 +368,18 @@ ambience.add_set("high_up", {
sounds = {
{name = "desertwind", length = 8},
{name = "wind", length = 9}
{name = "desertwind", length = 8, pitch = 1.3},
{name = "wind", length = 9},
{name = "wind", length = 9, pitch = 1.4}
},
nodes = {"default:snowblock"},
nodes = {(mod_mcl and "mcl_core:snowblock" or "default:snowblock")},
sound_check = function(def)
local c = (def.totals["default:snowblock"] or 0)
+ (def.totals["mcl_core:snowblock"] or 0)
if def.pos.y > 50 or c > 150 then
return "high_up"
end
if def.pos.y > 50 or c > 100 then return "high_up" end
end
})