-- global ambience = {} -- settings local SOUNDVOLUME = 1.0 local MUSICVOLUME = 0.6 local MUSICINTERVAL = 60 * 20 local play_music = minetest.settings:get_bool("ambience_music") ~= false local radius = 6 local 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") -- add set to list ambience.add_set = function(set_name, def) if not set_name or not def then return end sound_sets[set_name] = { frequency = def.frequency or 50, sounds = def.sounds, sound_check = def.sound_check, nodes = def.nodes } -- add set name to the sound_set_order table local can_add = true for i = 1, #sound_set_order do 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 -- add any missing nodes to the set_nodes table if def.nodes then for i = 1, #def.nodes do can_add = def.nodes[i] for j = 1, #set_nodes do if def.nodes[i] == set_nodes[j] then can_add = false end end if can_add then table.insert(set_nodes, can_add) end end end end -- return set from list using name ambience.get_set = function(set_name) return sound_sets[set_name] end -- remove set from list ambience.del_set = function(set_name) sound_sets[set_name] = nil local can_del = false for i = 1, #sound_set_order do 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 -- setup table when player joins minetest.register_on_joinplayer(function(player) if player then local name = player:get_player_name() local meta = player:get_meta() playing[name] = { mvol = tonumber(meta:get_string("ambience.mvol")) or MUSICVOLUME, svol = tonumber(meta:get_string("ambience.svol")) or SOUNDVOLUME, music = 0, music_handler = nil, timer = 0 } end end) -- remove table when player leaves minetest.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) -- 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 -- increase music time interval playing[name].music = playing[name].music + 1 -- play music on interval check if playing[name].music > MUSICINTERVAL and playing[name].music_handler == nil then playing[name].music_handler = minetest.sound_play("ambience_music", { to_player = name, gain = playing[name].mvol }) playing[name].music = 0 -- reset interval end --print("-- music timer", playing[name].music .. "/" .. MUSICINTERVAL) 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() local eyeh = prop.eye_height or 1.47 -- eye level with fallback pos.y = pos.y + eyeh -- head level local nod_head = minetest.get_node(pos).name pos.y = (pos.y - eyeh) + 0.2 -- foot level local nod_feet = minetest.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( {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 conditions set for n = 1, #sound_set_order do local set = sound_sets[ sound_set_order[n] ] if set and set.sound_check then -- get biome data local bdata = minetest.get_biome_data(pos) local biome = bdata and minetest.get_biome_name(bdata.biome) or "" -- pass settings to function for condition check local set_name, gain = set.sound_check({ player = player, pos = pos, tod = tod, totals = cn, positions = ps, head_node = nod_head, feet_node = nod_feet, biome = biome }) -- if conditions met return set name and gain value if set_name then return set_name, gain end end end return nil, nil end -- players routine local timer = 0 local random = math.random minetest.register_globalstep(function(dtime) local pname -- reduce sound timer for each player and stop/reset when needed for _, player in pairs(minetest.get_connected_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 minetest.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 local number, chance, ambience, handler, ok local tod = minetest.get_timeofday() -- loop through players for _, player in pairs(minetest.get_connected_players()) do pname = player:get_player_name() local set_name, MORE_GAIN = get_ambience(player, tod, pname) ok = playing[pname] -- everything starts off ok if player found -- are we playing something already? if ok and playing[pname].handler then -- stop current sound if another set active or gain changed if playing[pname].set ~= set_name or playing[pname].gain ~= MORE_GAIN then --print ("-- change stop", set_name, playing[pname].handler) minetest.sound_stop(playing[pname].handler) 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 end -- set random chance chance = random(1000) -- if chance is lower than set frequency then select set if ok and set_name and chance < sound_sets[set_name].frequency then 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 = 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[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", { params = S(""), description = S("set sound volume (0.1 to 1.0)"), privs = {}, func = function(name, param) local svol = tonumber(param) or playing[name].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 meta = player:get_meta() meta:set_string("ambience.svol", svol) playing[name].svol = svol return true, S("Sound volume set to @1", svol) end }) -- music volume command (0 stops music) minetest.register_chatcommand("mvol", { params = S(""), description = S("set music volume (0.1 to 1.0, 0 to stop music)"), privs = {}, func = function(name, param) local mvol = tonumber(param) or playing[name].mvol -- stop music currently playing by setting volume to 0 if mvol == 0 and playing[name].music_handler then minetest.sound_stop(playing[name].music_handler) playing[name].music_handler = nil minetest.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 meta = player:get_meta() meta:set_string("ambience.mvol", mvol) playing[name].mvol = mvol return true, S("Music volume set to @1", mvol) end }) -- load default sound sets dofile(minetest.get_modpath("ambience") .. "/soundsets.lua") print("[MOD] Ambience Lite loaded")