--[[ Default Sound Sets ------------------ Order is very important when adding a sound set so it will play certain sound sets before any another. --]] -- mod support local mod_def = minetest.get_modpath("default") local mod_mcl = minetest.get_modpath("mcl_core") -- Underwater sounds play when player head is submerged ambience.add_set("underwater", { frequency = 1000, sounds = { {name = "scuba", length = 8} }, sound_check = function(def) local nodef = minetest.registered_nodes[def.head_node] if nodef and nodef.groups and nodef.groups.water then return "underwater" end end }) -- 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 if mod_def then 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 = {} }) elseif mod_mcl then minetest.override_item("mcl_core:water_source", { sounds = {} }) minetest.override_item("mcl_core:water_flowing", { sounds = {} }) minetest.override_item("mclx_core:river_water_source", { sounds = {} }) minetest.override_item("mclx_core:river_water_flowing", { sounds = {} }) end ambience.add_set("splash", { frequency = 1000, sounds = { {name = "default_water_footstep", length = 2} }, sound_check = function(def) local nodef = minetest.registered_nodes[def.feet_node] if nodef and nodef.groups and nodef.groups.water then local control = def.player:get_player_control() if control.up or control.down or control.left or control.right then return "splash" end 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 -- Water sound plays when near flowing water ambience.add_set("flowing_water", { frequency = 1000, sounds = { {name = "waterfall", length = 6} }, 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 elseif c > 5 then return "flowing_water" end end }) -- River sound plays when near flowing river ambience.add_set("river", { frequency = 1000, sounds = { {name = "river", length = 4, gain = 0.1} }, 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 elseif c > 5 then return "river" end end }) -- Lava sound plays when near lava ambience.add_set("lava", { frequency = 1000, sounds = { {name = "lava", length = 7} }, 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 elseif c > 5 then return "lava" end end }) else 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 ambience.add_set("beach", { frequency = 40, 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} }, 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" end end }) -- Ice sounds play when 100 or more ice are nearby ambience.add_set("ice", { frequency = 250, sounds = { {name = "icecrack", length = 5, gain = 1.1}, {name = "desertwind", length = 8}, {name = "wind", length = 9} }, 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 end }) -- Desert sounds play when near 150+ desert or normal sand ambience.add_set("desert", { frequency = 20, sounds = { {name = "coyote", length = 2.5, ephemeral = true}, {name = "wind", length = 9}, {name = "desertwind", length = 8} }, 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 end }) -- Cave sounds play when below player position Y -25 and water nearby ambience.add_set("cave", { frequency = 60, 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 end }) -- Jungle sounds play during day and when around 90 jungletree trunks ambience.add_set("jungle", { frequency = 200, sounds = { {name = "jungle_day_1", length = 7}, {name = "deer", length = 7, ephemeral = true}, {name = "canadianloon2", length = 14}, {name = "bird1", length = 11}, {name = "peacock", length = 2, ephemeral = true}, {name = "peacock", length = 2, pitch = 1.2, ephemeral = true} }, 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 > 79 then return "jungle" end end }) -- Jungle sounds play during night and when around 90 jungletree trunks ambience.add_set("jungle_night", { frequency = 200, sounds = { {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, 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 > 79 then return "jungle_night" end end }) -- Daytime sounds play during day when around leaves and above ground ambience.add_set("day", { frequency = 40, sounds = { {name = "cardinal", length = 3, ephemeral = true}, {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} }, nodes = {"group:leaves"}, 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) + (def.totals["mcl_trees:leaves_spruce"] or 0) + (def.totals["mcl_trees:leaves_oak"] or 0) + (def.totals["mcl_trees:leaves_mangrove"] or 0) + (def.totals["mcl_trees:leaves_birch"] or 0) + (def.totals["mcl_trees:leaves_acacia"] or 0) + (def.totals["ethereal:birch_leaves"] or 0) + (def.totals["ethereal:lemon_leaves"] or 0) + (def.totals["ethereal:olive_leaves"] or 0) + (def.totals["ethereal:redwood_leaves"] or 0) + (def.totals["ethereal:sakura_leaves"] or 0) + (def.totals["ethereal:sakura_leaves2"] or 0) if (def.tod > 0.2 and def.tod < 0.8) and def.pos.y > -10 and c > 5 then return "day" end end }) -- Nighttime sounds play at night when above ground near leaves ambience.add_set("night", { frequency = 40, 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, pitch = 1.2, ephemeral = true} }, 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) + (def.totals["mcl_trees:leaves_spruce"] or 0) + (def.totals["mcl_trees:leaves_oak"] or 0) + (def.totals["mcl_trees:leaves_mangrove"] or 0) + (def.totals["mcl_trees:leaves_birch"] or 0) + (def.totals["mcl_trees:leaves_acacia"] or 0) + (def.totals["ethereal:birch_leaves"] or 0) + (def.totals["ethereal:lemon_leaves"] or 0) + (def.totals["ethereal:olive_leaves"] or 0) + (def.totals["ethereal:redwood_leaves"] or 0) + (def.totals["ethereal:sakura_leaves"] or 0) + (def.totals["ethereal:sakura_leaves2"] or 0) if (def.tod < 0.2 or def.tod > 0.8) and def.pos.y > -10 and c > 5 then return "night" end end }) -- Winds play when player is above 50 y-pos or near 150+ snow blocks ambience.add_set("high_up", { frequency = 40, sounds = { {name = "desertwind", length = 8}, {name = "desertwind", length = 8, pitch = 1.3}, {name = "wind", length = 9}, {name = "wind", length = 9, pitch = 1.4} }, 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 > 100 then return "high_up" end end })