--= Ambience lite by TenPlus1 (20th September 2017) local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000) local SOUNDVOLUME = 1.0 local ambiences -- 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 = {} }) -- music settings local music_handler = nil local MUSICVOLUME = 1 local play_music = minetest.setting_getbool("ambience_music") ~= false -- sound sets (gain defaults to 0.3 unless specifically set) local night = { handler = {}, frequency = 40, {name = "hornedowl", length = 2}, {name = "wolves", length = 4, gain = 0.4}, {name = "cricket", length = 6}, {name = "deer", length = 7}, {name = "frog", length = 1}, } local day = { handler = {}, frequency = 40, {name = "cardinal", length = 3}, {name = "craw", length = 3}, {name = "bluejay", length = 6}, {name = "robin", length = 4}, {name = "bird1", length = 11}, {name = "bird2", length = 6}, {name = "crestedlark", length = 6}, {name = "peacock", length = 2}, {name = "wind", length = 9}, } local high_up = { handler = {}, frequency = 40, {name = "desertwind", length = 8}, {name = "wind", length = 9}, } local cave = { handler = {}, frequency = 60, {name = "drippingwater1", length = 1.5}, {name = "drippingwater2", length = 1.5} } local beach = { handler = {}, frequency = 40, {name = "seagull", length = 4.5}, {name = "beach", length = 13}, {name = "gull", length = 1}, {name = "beach_2", length = 6}, } local desert = { handler = {}, frequency = 20, {name = "coyote", length = 2.5}, {name = "desertwind", length = 8} } local flowing_water = { handler = {}, frequency = 1000, {name = "waterfall", length = 6} } local underwater = { handler = {}, frequency = 1000, {name = "scuba", length = 8} } local splash = { handler = {}, frequency = 1000, {name = "swim_splashing", length = 3}, } local lava = { handler = {}, frequency = 1000, {name = "lava", length = 7} } local river = { handler = {}, frequency = 1000, {name = "river", length = 4} } local smallfire = { handler = {}, frequency = 1000, {name = "fire_small", length = 6} } local largefire = { handler = {}, frequency = 1000, {name = "fire_large", length = 8, gain = 0.8} } local jungle = { handler = {}, frequency = 200, {name = "jungle_day_1", length = 7}, {name = "deer", length = 7}, {name = "canadianloon2", length = 14}, {name = "bird1", length = 11}, {name = "peacock", length = 2}, } local jungle_night = { handler = {}, frequency = 200, {name = "jungle_night_1", length = 4}, {name = "jungle_night_2", length = 4}, {name = "deer", length = 7}, {name = "frog", length = 1}, } local ice = { handler = {}, frequency = 250, {name = "icecrack", length = 23}, } local radius = 6 local num_fire, num_lava, num_water_flowing, num_water_source, num_air, num_desert, num_snow, num_jungletree, num_river, num_ice -- check where player is and which sounds are played local get_ambience = function(player) -- who and where am I? --local player_name = player:get_player_name() local pos = player:getpos() -- what is around me? pos.y = pos.y + 1.4 -- head level local nod_head = minetest.get_node(pos).name pos.y = pos.y - 1.2 -- foot level local nod_feet = minetest.get_node(pos).name pos.y = pos.y - 0.2 -- reset pos local tod = minetest.get_timeofday() -- play server or local music if available if play_music then -- print ("-- tod", tod, music_handler) if tod > 0.01 and tod < 0.02 then music_handler = nil end -- play at midnight if tod >= 0.0 and tod <= 0.01 and not music_handler then music_handler = minetest.sound_play("ambience_song", { to_player = player:get_player_name(), gain = MUSICVOLUME }) end end --= START Ambiance -- head underwater if minetest.registered_nodes[nod_head] and minetest.registered_nodes[nod_head].groups.water then return {underwater = underwater} end -- wading through water if minetest.registered_nodes[nod_feet].groups.water then local control = player:get_player_control() if control.up or control.down or control.left or control.right then return {splash = splash} end end local ps, cn = minetest.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}, { "fire:basic_flame", "fire:permanent_flame", "default:lava_flowing", "default:lava_source", "default:jungletree", "default:water_flowing", "default:water_source", "default:ice", "default:river_water_flowing", "default:desert_sand", "default:desert_stone", "default:snowblock" }) num_fire = (cn["fire:basic_flame"] or 0) + (cn["fire:permanent_flame"] or 0) num_lava = (cn["default:lava_flowing"] or 0) + (cn["default:lava_source"] or 0) num_water_flowing = (cn["default:water_flowing"] or 0) num_water_source = (cn["default:water_source"] or 0) num_desert = (cn["default:desert_sand"] or 0) + (cn["default:desert_stone"] or 0) num_snow = (cn["default:snowblock"] or 0) num_jungletree = (cn["default:jungletree"] or 0) num_river = (cn["default:river_water_flowing"] or 0) num_ice = (cn["default:ice"] or 0) --[[ print ( "fr:" .. num_fire, "lv:" .. num_lava, "wf:" .. num_water_flowing, "ws:" .. num_water_source, "ds:" .. num_desert, "sn:" .. num_snow, "ic:" .. num_ice, "jt:" .. num_jungletree ) ]] -- is fire redo mod active? if fire and fire.mod and fire.mod == "redo" then if num_fire > 8 then return {largefire = largefire} elseif num_fire > 0 then return {smallfire = smallfire} end end -- lava if num_lava > 5 then return {lava = lava} end -- flowing water if num_water_flowing > 30 then return {flowing_water = flowing_water} end -- flowing river if num_river > 30 then return {river = river} end -- sea level beach if pos.y < 7 and pos.y > 0 and num_water_source > 100 then return {beach = beach} end -- ice flows if num_ice > 100 and num_snow > 100 then return {ice = ice} end -- desert if num_desert > 150 then return {desert = desert} end -- high up or surrounded by snow if pos.y > 60 or num_snow > 150 then return {high_up = high_up} end -- underground if pos.y < -15 then return {cave = cave} end if tod > 0.2 and tod < 0.8 then -- jungle day time if num_jungletree > 90 then return {jungle = jungle} end -- normal day time return {day = day} else -- jungle night time if num_jungletree > 90 then return {jungle_night = jungle_night} end -- normal night time return {night = night} end -- END Ambiance end -- play sound, set handler then delete handler when sound finished local play_sound = function(player_name, list, number) if list.handler[player_name] == nil then local handler = minetest.sound_play(list[number].name, { to_player = player_name, gain = (list[number].gain or 0.3) * SOUNDVOLUME }) if handler then list.handler[player_name] = handler minetest.after(list[number].length, function(args) local list = args[1] local player_name = args[2] if list.handler[player_name] then minetest.sound_stop(list.handler[player_name]) list.handler[player_name] = nil end end, {list, player_name}) end end end -- stop sound in still_playing local stop_sound = function (list, player_name) if list.handler[player_name] then minetest.sound_stop(list.handler[player_name]) list.handler[player_name] = nil end end -- check sounds that are not in still_playing local still_playing = function(still_playing, player_name) if not still_playing.cave then stop_sound(cave, player_name) end if not still_playing.high_up then stop_sound(high_up, player_name) end if not still_playing.beach then stop_sound(beach, player_name) end if not still_playing.desert then stop_sound(desert, player_name) end if not still_playing.night then stop_sound(night, player_name) end if not still_playing.day then stop_sound(day, player_name) end if not still_playing.flowing_water then stop_sound(flowing_water, player_name) end if not still_playing.splash then stop_sound(splash, player_name) end if not still_playing.underwater then stop_sound(underwater, player_name) end if not still_playing.river then stop_sound(river, player_name) end if not still_playing.lava then stop_sound(lava, player_name) end if not still_playing.smallfire then stop_sound(smallfire, player_name) end if not still_playing.largefire then stop_sound(largefire, player_name) end if not still_playing.jungle then stop_sound(jungle, player_name) end if not still_playing.jungle_night then stop_sound(jungle_night, player_name) end if not still_playing.ice then stop_sound(ice, player_name) end end -- player routine local timer = 0 minetest.register_globalstep(function(dtime) -- every 1 second timer = timer + dtime if timer < 1 then return end timer = 0 local players = minetest.get_connected_players() for n = 1, #players do local player_name = players[n]:get_player_name() --local t1 = os.clock() ambiences = get_ambience(players[n]) --print(string.format("elapsed time: %.4f\n", os.clock() - t1)) still_playing(ambiences, player_name) for _,ambience in pairs(ambiences) do if math.random(1, 1000) <= ambience.frequency then play_sound(player_name, ambience, math.random(1, #ambience)) end end end end) -- set volume commands minetest.register_chatcommand("svol", { params = "", description = "set sound volume (0.1 to 1.0)", privs = {server = true}, func = function(name, param) SOUNDVOLUME = tonumber(param) or SOUNDVOLUME if SOUNDVOLUME < 0.1 then SOUNDVOLUME = 0.1 end if SOUNDVOLUME > 1.0 then SOUNDVOLUME = 1.0 end return true, "Sound volume set to " .. SOUNDVOLUME end, }) minetest.register_chatcommand("mvol", { params = "", description = "set music volume (0.1 to 1.0)", privs = {server = true}, func = function(name, param) MUSICVOLUME = tonumber(param) or MUSICVOLUME if MUSICVOLUME < 0.1 then MUSICVOLUME = 0.1 end if MUSICVOLUME > 1.0 then MUSICVOLUME = 1.0 end return true, "Music volume set to " .. MUSICVOLUME end, })