--[[ Default Sound Sets ------------------ Order is very important when adding a sound set so it will play a certain set of sounds before any another. --]] -- Underwater sounds play when player head is submerged ambience.add_set("underwater", { frequency = 1000, sounds = { {name = "scuba", length = 8} }, sound_check = function(def) if minetest.registered_nodes[def.head_node] and minetest.registered_nodes[def.head_node].groups.water then return "underwater" end end, }) -- Splashing sound plays when player walks inside water nodes ambience.add_set("splash", { frequency = 1000, sounds = { {name = "swim_splashing", length = 3}, }, sound_check = function(def) if minetest.registered_nodes[def.feet_node] and minetest.registered_nodes[def.feet_node].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, }) -- Water sound plays when near flowing water, will get louder if more than 50 ambience.add_set("flowing_water", { frequency = 1000, sounds = { {name = "waterfall", length = 6} }, sound_check = function(def) local c = (def.totals["default:water_flowing"] or 0) if c > 50 then return "flowing_water", 0.5 elseif c > 20 then return "flowing_water" end end, nodes = {"default:water_flowing"} }) -- River sound plays when near flowing river, will get louder if more than 20 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) if c > 20 then return "river", 0.4 elseif c > 5 then return "river" end end, nodes = {"default:river_water_flowing"} }) -- Small fire sound plays when near flame, will get louder if more than 3 ambience.add_set("smallfire", { frequency = 1000, sounds = { {name = "fire_small", length = 6, gain = 0.1} }, sound_check = function(def) if fire and fire.mod and fire.mod == "redo" then local c = (def.totals["fire:basic_flame"] or 0) + (def.totals["fire:permanent_flame"] or 0) if c > 3 and c < 9 then return "smallfire", 0.2 elseif c > 0 and c < 4 then return "smallfire" end end end, nodes = {"fire:basic_flame", "fire:permanent_flame"} }) -- Large fire sound plays when near flames, will get louder if more than 16 ambience.add_set("largefire", { frequency = 1000, sounds = { {name = "fire_large", length = 8, gain = 0.4} }, sound_check = function(def) if fire and fire.mod and fire.mod == "redo" then local c = (def.totals["fire:basic_flame"] or 0) + (def.totals["fire:permanent_flame"] or 0) if c > 16 then return "largefire", 0.4 elseif c > 8 then return "largefire" end end end, nodes = {"fire:basic_flame", "fire:permanent_flame"} }) -- Lava sound plays when near lava, will get louder if more than 50 ambience.add_set("lava", { frequency = 1000, sounds = { {name = "lava", length = 7} }, sound_check = function(def) local c = (def.totals["default:lava_source"] or 0) + (def.totals["default:lava_flowing"] or 0) if c > 50 then return "lava", 0.5 elseif c > 5 then return "lava" end end, nodes = {"default:lava_source", "default:lava_flowing"} }) -- Beach sounds play when around 0-7 player Y position and 150+ water source found ambience.add_set("beach", { frequency = 40, sounds = { {name = "seagull", length = 4.5}, {name = "beach", length = 13}, {name = "gull", length = 1}, {name = "beach_2", length = 6}, }, sound_check = function(def) local c = (def.totals["default:water_source"] or 0) if def.pos.y < 7 and def.pos.y > 0 and c > 150 then return "beach" end end, nodes = {"default:water_source"} }) -- Ice sounds play when 100 or more ice are nearby ambience.add_set("ice", { frequency = 250, sounds = { {name = "icecrack", length = 23}, {name = "desertwind", length = 8}, {name = "wind", length = 9}, }, sound_check = function(def) local c = (def.totals["default:ice"] or 0) if c > 100 then return "ice" end end, nodes = {"default:ice"}, }) -- Desert sounds play when near 150+ desert sand or stone ambience.add_set("desert", { frequency = 20, sounds = { {name = "coyote", length = 2.5}, {name = "wind", length = 9}, {name = "desertwind", length = 8} }, sound_check = function(def) local c = (def.totals["default:desert_sand"] or 0) + (def.totals["default:desert_stone"] or 0) if c > 150 then return "desert" end end, nodes = {"default:desert_sand", "default:desert_stone"} }) -- Winds play when player is above 60 Y position and near 150+ snow blocks ambience.add_set("high_up", { frequency = 40, sounds = { {name = "desertwind", length = 8}, {name = "wind", length = 9}, }, sound_check = function(def) local c = (def.totals["default:snowblock"] or 0) if def.pos.y > 60 or c > 150 then return "high_up" end end, nodes = {"default:snowblock"} }) -- Cave sounds play when below player position Y -25 ambience.add_set("cave", { frequency = 60, sounds = { {name = "drippingwater1", length = 1.5}, {name = "drippingwater2", length = 1.5} }, sound_check = function(def) if def.pos.y < -25 then return "cave" end end, }) -- Jungle sounds play during daytime and when around 90 jungletree trunks ambience.add_set("jungle", { frequency = 200, sounds = { {name = "jungle_day_1", length = 7}, {name = "deer", length = 7}, {name = "canadianloon2", length = 14}, {name = "bird1", length = 11}, {name = "peacock", length = 2}, }, sound_check = function(def) local c = (def.totals["default:jungletree"] or 0) if def.tod > 0.2 and def.tod < 0.8 and c > 90 then return "jungle" end end, nodes = {"default:jungletree"} }) -- Jungle sounds play during nighttime and when around 90 jungletree trunks ambience.add_set("jungle_night", { frequency = 200, sounds = { {name = "jungle_night_1", length = 4}, {name = "jungle_night_2", length = 4}, {name = "deer", length = 7}, {name = "frog", length = 1}, }, sound_check = function(def) local c = (def.totals["default:jungletree"] or 0) if (def.tod < 0.2 or def.tod > 0.8) and c > 90 then return "jungle" end end, nodes = {"default:jungletree"} }) -- Nighttime sounds play at night (default sounds near end of list) ambience.add_set("night", { frequency = 40, sounds = { {name = "hornedowl", length = 2}, {name = "wolves", length = 4, gain = 0.4}, {name = "cricket", length = 6}, {name = "deer", length = 7}, {name = "frog", length = 1}, }, sound_check = function(def) if (def.tod < 0.2 or def.tod > 0.8) and def.pos.y > -10 then return "night" end end, }) -- Daytime sounds play during day (default sounds near end of list) ambience.add_set("day", { frequency = 40, sounds = { {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}, }, sound_check = function(def) if (def.tod > 0.2 and def.tod < 0.8) and def.pos.y > -10 then return "day" end end, })