327 lines
7.8 KiB
Lua
327 lines
7.8 KiB
Lua
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--= Ambience lite by TenPlus1 (26th February 2016)
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local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000)
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local SOUNDVOLUME = 1
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local volume = 0.3
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local ambiences
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local played_on_start = false
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-- sound sets
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local night = {
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handler = {}, frequency = 40,
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{name="hornedowl", length = 2},
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{name="wolves", length = 4},
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{name="cricket", length = 6},
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{name="deer", length = 7},
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{name="frog", length = 1},
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}
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local day = {
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handler = {}, frequency = 40,
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{name="cardinal", length = 3},
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{name="craw", length = 3},
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{name="bluejay", length = 6},
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{name="canadianloon2", length = 14},
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{name="robin", length = 4},
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{name="bird1", length = 11},
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{name="bird2", length = 6},
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{name="crestedlark", length = 6},
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{name="peacock", length = 2}
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}
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local high_up = {
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handler = {}, frequency = 40,
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{name="desertwind", length = 8},
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}
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local cave = {
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handler = {}, frequency = 60,
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{name="drippingwater1", length = 1.5},
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{name="drippingwater2", length = 1.5}
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}
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local beach = {
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handler = {}, frequency = 40,
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{name="seagull", length = 4.5},
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{name="beach", length = 13},
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{name="gull", length = 1}
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}
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local desert = {
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handler = {}, frequency = 20,
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{name="coyote", length = 2.5},
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{name="desertwind", length = 8}
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}
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local flowing_water = {
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handler = {}, frequency = 1000,
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{name="waterfall", length = 6}
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}
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local underwater = {
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handler = {}, frequency = 1000,
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{name="scuba", length = 8}
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}
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local splash = {
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handler = {}, frequency = 1000,
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{name="swim_splashing", length=3},
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}
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local lava = {
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handler = {}, frequency = 1000,
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{name="lava", length = 7}
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}
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local smallfire = {
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handler = {}, frequency = 1000,
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{name="fire_small", length = 6}
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}
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local largefire = {
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handler = {}, frequency = 1000,
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{name="fire_large", length = 8}
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}
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local radius = 6
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-- get node but use fallback for nil or unknown
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local function node_ok(pos, fallback)
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fallback = fallback or "default:dirt"
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local node = minetest.get_node_or_nil(pos)
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if not node then
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return fallback
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end
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local nodef = minetest.registered_nodes[node.name]
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if nodef then
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return node.name
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end
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return fallback
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end
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-- check where player is and which sounds are played
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local get_ambience = function(player)
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-- who and where am I?
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local player_name = player:get_player_name()
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local pos = player:getpos()
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-- what is around me?
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pos.y = pos.y + 1.4 -- head level
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local nod_head = node_ok(pos, "air")
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pos.y = pos.y - 1.2 -- foot level
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local nod_feet = node_ok(pos, "air")
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pos.y = pos.y - 0.2 -- reset pos
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--= START Ambiance
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if minetest.registered_nodes[nod_head].groups.water then
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return {underwater = underwater}
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end
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if minetest.registered_nodes[nod_feet].groups.water then
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return {splash = splash}
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end
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local ps, cn = minetest.find_nodes_in_area(
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{x = pos.x - radius, y = pos.y - radius, z = pos.z - radius},
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{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius},
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{
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"fire:basic_flame", "fire:permanent_flame",
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"default:lava_flowing", "default:lava_source",
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"default:water_flowing", "default:water_source",
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"default:river_water_flowing", "default:river_water_source",
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"default:desert_sand", "default:desert_stone", "default:snowblock"
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})
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local num_fire = cn["fire:basic_flame"] + cn["fire:permanent_flame"]
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local num_lava = cn["default:lava_flowing"] + cn["default:lava_source"]
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local num_water_flowing = cn["default:water_flowing"] + cn["default:river_water_flowing"]
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local num_water_source = cn["default:water_source"] + cn["default:river_water_flowing"]
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local num_desert = cn["default:desert_sand"] + cn["default:desert_stone"]
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local num_snow = cn["default:snowblock"]
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--[[print (
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"fr:" .. num_fire,
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"lv:" .. num_lava,
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"wf:" .. num_water_flowing,
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"ws:" .. num_water_source,
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"ds:" .. num_desert,
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"sn:" .. num_snow
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)]]
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-- is fire redo mod active?
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if fire and fire.mod and fire.mod == "redo" then
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if num_fire > 8 then
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return {largefire = largefire}
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elseif num_fire > 0 then
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return {smallfire = smallfire}
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end
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end
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if num_lava > 5 then
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return {lava = lava}
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end
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if num_water_flowing > 30 then
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return {flowing_water = flowing_water}
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end
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if pos.y < 7 and pos.y > 0
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and num_water_source > 100 then
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return {beach = beach}
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end
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if num_desert > 150 then
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return {desert = desert}
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end
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if pos.y > 60
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or num_snow > 150 then
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return {high_up = high_up}
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end
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if pos.y < -10 then
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return {cave = cave}
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end
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local tod = minetest.get_timeofday()
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if tod > 0.2
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and tod < 0.8 then
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return {day = day}
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else
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return {night = night}
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end
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-- END Ambiance
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end
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-- play sound, set handler then delete handler when sound finished
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local play_sound = function(player_name, list, number)
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if list.handler[player_name] == nil then
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local gain = volume * SOUNDVOLUME
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local handler = minetest.sound_play(list[number].name,
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{to_player = player_name, gain = gain})
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if handler then
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list.handler[player_name] = handler
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minetest.after(list[number].length, function(args)
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local list = args[1]
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local player_name = args[2]
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if list.handler[player_name] then
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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end
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end, {list, player_name})
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end
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end
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end
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-- stop sound in still_playing
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local stop_sound = function (list, player_name)
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if list.handler[player_name] then
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if list.on_stop then
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minetest.sound_play(list.on_stop,
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{to_player = player_name, gain = SOUNDVOLUME})
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end
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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end
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end
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-- check sounds that are not in still_playing
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local still_playing = function(still_playing, player_name)
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if not still_playing.cave then stop_sound(cave, player_name) end
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if not still_playing.high_up then stop_sound(high_up, player_name) end
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if not still_playing.beach then stop_sound(beach, player_name) end
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if not still_playing.desert then stop_sound(desert, player_name) end
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if not still_playing.night then stop_sound(night, player_name) end
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if not still_playing.day then stop_sound(day, player_name) end
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if not still_playing.flowing_water then stop_sound(flowing_water, player_name) end
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if not still_playing.splash then stop_sound(splash, player_name) end
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if not still_playing.underwater then stop_sound(underwater, player_name) end
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if not still_playing.lava then stop_sound(lava, player_name) end
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if not still_playing.smallfire then stop_sound(smallfire, player_name) end
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if not still_playing.largefire then stop_sound(largefire, player_name) end
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end
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-- player routine
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local timer = 0
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minetest.register_globalstep(function(dtime)
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-- every 1 second
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timer = timer + dtime
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if timer < 1 then return end
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timer = 0
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for _,player in pairs(minetest.get_connected_players()) do
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local player_name = player:get_player_name()
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--local t1 = os.clock()
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ambiences = get_ambience(player)
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--print(string.format("elapsed time: %.4f\n", os.clock() - t1))
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still_playing(ambiences, player_name)
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for _,ambience in pairs(ambiences) do
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if math.random(1, 1000) <= ambience.frequency then
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if ambience.on_start
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and played_on_start == false then
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played_on_start = true
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minetest.sound_play(ambience.on_start, {
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to_player = player_name,
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gain = SOUNDVOLUME
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})
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end
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play_sound(player_name, ambience, math.random(1, #ambience))
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end
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end
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end
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end)
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-- set volume command
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minetest.register_chatcommand("svol", {
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params = "<svol>",
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description = "set sound volume (0.1 to 1.0)",
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privs = {server = true},
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func = function(name, param)
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SOUNDVOLUME = param
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minetest.chat_send_player(name, "Sound volume set.")
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end,
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})
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