ambience/init.lua

327 lines
7.8 KiB
Lua

--= Ambience lite by TenPlus1 (26th February 2016)
local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000)
local SOUNDVOLUME = 1
local volume = 0.3
local ambiences
local played_on_start = false
-- sound sets
local night = {
handler = {}, frequency = 40,
{name="hornedowl", length = 2},
{name="wolves", length = 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="canadianloon2", length = 14},
{name="robin", length = 4},
{name="bird1", length = 11},
{name="bird2", length = 6},
{name="crestedlark", length = 6},
{name="peacock", length = 2}
}
local high_up = {
handler = {}, frequency = 40,
{name="desertwind", length = 8},
}
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}
}
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 smallfire = {
handler = {}, frequency = 1000,
{name="fire_small", length = 6}
}
local largefire = {
handler = {}, frequency = 1000,
{name="fire_large", length = 8}
}
local radius = 6
-- get node but use fallback for nil or unknown
local function node_ok(pos, fallback)
fallback = fallback or "default:dirt"
local node = minetest.get_node_or_nil(pos)
if not node then
return fallback
end
local nodef = minetest.registered_nodes[node.name]
if nodef then
return node.name
end
return fallback
end
-- 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 = node_ok(pos, "air")
pos.y = pos.y - 1.2 -- foot level
local nod_feet = node_ok(pos, "air")
pos.y = pos.y - 0.2 -- reset pos
--= START Ambiance
if minetest.registered_nodes[nod_head].groups.water then
return {underwater = underwater}
end
if minetest.registered_nodes[nod_feet].groups.water then
return {splash = splash}
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:water_flowing", "default:water_source",
"default:river_water_flowing", "default:river_water_source",
"default:desert_sand", "default:desert_stone", "default:snowblock"
})
local num_fire = cn["fire:basic_flame"] + cn["fire:permanent_flame"]
local num_lava = cn["default:lava_flowing"] + cn["default:lava_source"]
local num_water_flowing = cn["default:water_flowing"] + cn["default:river_water_flowing"]
local num_water_source = cn["default:water_source"] + cn["default:river_water_flowing"]
local num_desert = cn["default:desert_sand"] + cn["default:desert_stone"]
local num_snow = cn["default:snowblock"]
--[[print (
"fr:" .. num_fire,
"lv:" .. num_lava,
"wf:" .. num_water_flowing,
"ws:" .. num_water_source,
"ds:" .. num_desert,
"sn:" .. num_snow
)]]
-- 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
if num_lava > 5 then
return {lava = lava}
end
if num_water_flowing > 30 then
return {flowing_water = flowing_water}
end
if pos.y < 7 and pos.y > 0
and num_water_source > 100 then
return {beach = beach}
end
if num_desert > 150 then
return {desert = desert}
end
if pos.y > 60
or num_snow > 150 then
return {high_up = high_up}
end
if pos.y < -10 then
return {cave = cave}
end
local tod = minetest.get_timeofday()
if tod > 0.2
and tod < 0.8 then
return {day = day}
else
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 gain = volume * SOUNDVOLUME
local handler = minetest.sound_play(list[number].name,
{to_player = player_name, gain = gain})
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
if list.on_stop then
minetest.sound_play(list.on_stop,
{to_player = player_name, gain = SOUNDVOLUME})
end
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.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
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
for _,player in pairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
--local t1 = os.clock()
ambiences = get_ambience(player)
--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
if ambience.on_start
and played_on_start == false then
played_on_start = true
minetest.sound_play(ambience.on_start, {
to_player = player_name,
gain = SOUNDVOLUME
})
end
play_sound(player_name, ambience, math.random(1, #ambience))
end
end
end
end)
-- set volume command
minetest.register_chatcommand("svol", {
params = "<svol>",
description = "set sound volume (0.1 to 1.0)",
privs = {server = true},
func = function(name, param)
SOUNDVOLUME = param
minetest.chat_send_player(name, "Sound volume set.")
end,
})