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10 Commits

Author SHA1 Message Date
a566fa9acc nil check in after() 2021-06-19 20:23:50 +01:00
6ad91b84db tweak volumes 2021-06-18 10:13:05 +01:00
e8c436685d music plays every 20-30 minutes, use /mvol 0 to turn off 2021-06-18 10:11:59 +01:00
fe23993419 yup, vars 2021-06-12 12:33:49 +01:00
82d5297666 pass vars to after function 2021-06-12 11:40:45 +01:00
90660a7d8a fix nil check 2021-06-11 22:36:05 +01:00
01ebd210df only reset if handlers match 2021-06-10 07:15:08 +01:00
0b7b1fd27d code tweak, set detection 2021-06-09 08:53:52 +01:00
bffbb1c822 fix player disconnect in minetest.after 2021-05-19 14:38:30 +01:00
f4e73d592e tweaked 2021-05-17 19:06:30 +01:00
4 changed files with 114 additions and 90 deletions

View File

@ -18,5 +18,7 @@ Based on Immersive Sounds .36 mod by Neuromancer and optimized to run on servers
- 1.3 - Added API for use with other mods, code rewrite
- 1.4 - Re-ordered water sets to come before fire and lava, day/night sounds play when leaves around and above ground
- 1.5 - Added 'flame_sound' and fire redo check, code tidy and tweak, added ephemeral flag for background sounds.
- 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.
Code license: MIT

131
init.lua
View File

@ -1,15 +1,9 @@
ambience = {}
-- 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 = {} })
-- settings
local SOUNDVOLUME = 1.0
local MUSICVOLUME = 1.0
local MUSICVOLUME = 0.6
local play_music = minetest.settings:get_bool("ambience_music") ~= false
local pplus = minetest.get_modpath("playerplus")
local radius = 6
@ -19,8 +13,6 @@ local sound_set_order = {} -- needed because pairs loops randomly through tables
local set_nodes = {} -- all the nodes needed for sets
-- global functions
-- add set to list
ambience.add_set = function(set_name, def)
@ -73,10 +65,7 @@ end
-- return set from list using name
ambience.get_set = function(set_name)
if sound_sets[set_name] then
return sound_sets[set_name]
end
return sound_sets[set_name]
end
@ -100,39 +89,57 @@ ambience.del_set = function(set_name)
end
-- setup table when player joins
minetest.register_on_joinplayer(function(player)
playing[player:get_player_name()] = {music = -1}
end)
-- remove table when player leaves
minetest.register_on_leaveplayer(function(player)
playing[player:get_player_name()] = nil
end)
-- plays music and selects sound set
local get_ambience = function(player, tod, name)
-- play server or local music if available
if play_music and playing[name] then
-- play server or local music if music enabled and music not already playing
if play_music and MUSICVOLUME > 0 and playing[name].music < 0 then
-- play at midnight
if tod >= 0.0 and tod <= 0.01 then
-- count backwards
playing[name].music = playing[name].music -1
if not playing[name].music then
-- play music every 20 minutes
if playing[name].music < -(60 * 20) then
playing[name].music = minetest.sound_play("ambience_music", {
to_player = player:get_player_name(),
gain = MUSICVOLUME
})
end
playing[name].music = minetest.sound_play("ambience_music", {
to_player = name,
gain = MUSICVOLUME
})
elseif tod > 0.1 and playing[name].music then
-- reset music timer after 10 minutes
minetest.after(60 * 10, function(name)
playing[name].music = nil
if playing[name] then
playing[name].music = -1
end
end, name)
end
end
--print("-- music count", playing[name].music)
end
-- get foot and head level nodes at player position
local pos = player:get_pos() ; if not pos then return end
local prop = player:get_properties()
pos.y = pos.y + 1.4 -- head level
pos.y = pos.y + prop.eye_height -- eye level
local nod_head = pplus and name and playerplus[name]
and playerplus[name].nod_head or minetest.get_node(pos).name
pos.y = pos.y - 1.2 -- foot level
pos.y = (pos.y - prop.eye_height) + 0.2 -- foot level
local nod_feet = pplus and name and playerplus[name]
and playerplus[name].nod_feet or minetest.get_node(pos).name
@ -168,6 +175,8 @@ local get_ambience = function(player, tod, name)
end
end
end
return nil, nil -- ADDED
end
@ -182,27 +191,24 @@ minetest.register_globalstep(function(dtime)
if timer < 1 then return end
timer = 0
-- get list of players and set some variables
local players = minetest.get_connected_players()
local player_name, number, chance, ambience, handler, ok
local tod = minetest.get_timeofday()
-- loop through players
for n = 1, #players do
for _, player in ipairs(minetest.get_connected_players()) do
player_name = players[n]:get_player_name()
player_name = player:get_player_name()
--local t1 = os.clock()
local set_name, MORE_GAIN = get_ambience(players[n], tod, player_name)
local set_name, MORE_GAIN = get_ambience(player, tod, player_name)
--print(string.format("elapsed time: %.4f\n", os.clock() - t1))
ok = true -- everything starts off ok
ok = playing[player_name] -- everything starts off ok if player found
-- are we playing something already?
if playing[player_name]
and playing[player_name].handler then
if ok and playing[player_name].handler then
-- stop current sound if another set active or gain changed
if playing[player_name].set ~= set_name
@ -213,8 +219,8 @@ minetest.register_globalstep(function(dtime)
minetest.sound_stop(playing[player_name].handler)
playing[player_name].set = nil
playing[player_name].handler = nil
playing[player_name].gain = nil
playing[player_name].handler = nil
else
ok = false -- sound set still playing, skip new sound
end
@ -246,30 +252,29 @@ minetest.register_globalstep(function(dtime)
--print("-- current handler", handler)
-- set what player is currently listening to
playing[player_name] = {
set = set_name, gain = MORE_GAIN, handler = handler
}
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()
--print("-- after", set_name, handler)
-- make sure we are stopping same sound we started
if playing[player_name]
and playing[player_name].handler
and playing[player_name].handler == handler then
minetest.after(ambience.length, function(handler, player_name)
--print("-- timed stop", set_name, handler)
if handler then
minetest.sound_stop(handler)
-- reset player variables and backup handler
playing[player_name] = {
set = nil, gain = nil, handler = nil
}
end
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)
end
end
end
@ -290,30 +295,34 @@ minetest.register_chatcommand("svol", {
if SOUNDVOLUME > 1.0 then SOUNDVOLUME = 1.0 end
return true, "Sound volume set to " .. SOUNDVOLUME
end,
end
})
-- music volume command (0 stops music)
minetest.register_chatcommand("mvol", {
params = "<mvol>",
description = "set music volume (0.1 to 1.0)",
description = "set music volume (0.1 to 1.0, 0 to stop music)",
privs = {server = true},
func = function(name, param)
MUSICVOLUME = tonumber(param) or MUSICVOLUME
-- ability to stop music just as it begins
if MUSICVOLUME == 0 and playing[name].music then
-- ability to stop music by setting volume to 0
if MUSICVOLUME == 0 and playing[name].music
and playing[name].music >= 0 then
minetest.sound_stop(playing[name].music)
playing[name].music = -1
end
if MUSICVOLUME < 0.1 then MUSICVOLUME = 0.1 end
if MUSICVOLUME < 0 then MUSICVOLUME = 0 end
if MUSICVOLUME > 1.0 then MUSICVOLUME = 1.0 end
return true, "Music volume set to " .. MUSICVOLUME
end,
end
})

View File

@ -1,2 +1,5 @@
# If enabled will play a random music file from ./minetest/sounds at midnight
ambience_music (Ambience music) bool true
# If enabled then ambience will take over sounds when moving in water
ambience_water_move (Ambience water movement) bool true

View File

@ -25,14 +25,22 @@ ambience.add_set("underwater", {
end
})
-- Splashing sound plays when player walks inside water nodes
-- Splashing sound plays when player walks inside water nodes (if enabled)
if minetest.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 = {} })
ambience.add_set("splash", {
frequency = 1000,
sounds = {
{name = "swim_splashing", length = 3},
{name = "swim_splashing", length = 3}
},
sound_check = function(def)
@ -49,7 +57,9 @@ ambience.add_set("splash", {
end
})
-- check for env_sounds mod, if not found enable water flowing sounds
end
-- check for env_sounds mod, if not found enable water flowing and lava sounds
if not minetest.get_modpath("env_sounds") then
-- Water sound plays when near flowing water
@ -102,6 +112,32 @@ ambience.add_set("river", {
end
})
-- Lava sound plays when near lava
ambience.add_set("lava", {
frequency = 1000,
sounds = {
{name = "lava", length = 7}
},
nodes = {"default:lava_source", "default:lava_flowing"},
sound_check = function(def)
local c = (def.totals["default:lava_source"] or 0)
+ (def.totals["default:lava_flowing"] or 0)
if c > 20 then
return "lava", 0.5
elseif c > 5 then
return "lava"
end
end
})
else
print ("[Ambience] found env_sounds, flowing water sounds disabled.")
end
@ -170,32 +206,6 @@ ambience.add_set("largefire", {
end
-- Lava sound plays when near lava
ambience.add_set("lava", {
frequency = 1000,
sounds = {
{name = "lava", length = 7}
},
nodes = {"default:lava_source", "default:lava_flowing"},
sound_check = function(def)
local c = (def.totals["default:lava_source"] or 0)
+ (def.totals["default:lava_flowing"] or 0)
if c > 20 then
return "lava", 0.5
elseif c > 5 then
return "lava"
end
end
})
-- Beach sounds play when below y-pos 6 and 150+ water source found
ambience.add_set("beach", {