ambience/init.lua

443 lines
11 KiB
Lua

--= Ambience lite by TenPlus1
local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000)
local SOUNDVOLUME = 1.0
local ambiences
-- override default water sounds
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 = {} })
-- music settings
local music_handler = nil
local MUSICVOLUME = 1
local play_music = minetest.settings:get_bool("ambience_music") ~= false
-- is playerplus running?
local pplus = minetest.get_modpath("playerplus")
-- sound sets (gain defaults to 0.3 unless specifically set)
local night = {
handler = {}, frequency = 40,
{name = "hornedowl", length = 2},
{name = "wolves", length = 4, gain = 0.4},
{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 = "robin", length = 4},
{name = "bird1", length = 11},
{name = "bird2", length = 6},
{name = "crestedlark", length = 6},
{name = "peacock", length = 2},
{name = "wind", length = 9},
}
local high_up = {
handler = {}, frequency = 40,
{name = "desertwind", length = 8},
{name = "wind", length = 9},
}
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},
{name = "beach_2", length = 6},
}
local desert = {
handler = {}, frequency = 20,
{name = "coyote", length = 2.5},
{name = "wind", length = 9},
{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 river = {
handler = {}, frequency = 1000,
{name = "river", length = 4}
}
local smallfire = {
handler = {}, frequency = 1000,
{name = "fire_small", length = 6}
}
local largefire = {
handler = {}, frequency = 1000,
{name = "fire_large", length = 8, gain = 0.8}
}
local jungle = {
handler = {}, frequency = 200,
{name = "jungle_day_1", length = 7},
{name = "deer", length = 7},
{name = "canadianloon2", length = 14},
{name = "bird1", length = 11},
{name = "peacock", length = 2},
}
local jungle_night = {
handler = {}, frequency = 200,
{name = "jungle_night_1", length = 4},
{name = "jungle_night_2", length = 4},
{name = "deer", length = 7},
{name = "frog", length = 1},
}
local ice = {
handler = {}, frequency = 250,
{name = "icecrack", length = 23},
{name = "desertwind", length = 8},
{name = "wind", length = 9},
}
local radius = 6
local num_fire, num_lava, num_water_flowing, num_water_source, num_air,
num_desert, num_snow, num_jungletree, num_river, num_ice
-- check where player is and which sounds are played
local get_ambience = function(player)
-- where am I?
--local player_name = player:get_player_name()
local pos = player:get_pos()
-- what is around me?
local nod_head, nod_feet
-- is playerplus in use?
if pplus then
local name = player:get_player_name()
nod_head = playerplus[name].nod_head
nod_feet = playerplus[name].nod_feet
else
pos.y = pos.y + 1.4 -- head level
local nod_head = minetest.get_node(pos).name
pos.y = pos.y - 1.2 -- foot level
local nod_feet = minetest.get_node(pos).name
pos.y = pos.y - 0.2 -- reset pos
end
local tod = minetest.get_timeofday()
-- play server or local music if available
if play_music then
-- print ("-- tod", tod, music_handler)
if tod > 0.01 and tod < 0.02 then
music_handler = nil
end
-- play at midnight
if tod >= 0.0 and tod <= 0.01 and not music_handler then
music_handler = minetest.sound_play("ambience_song", {
to_player = player:get_player_name(),
gain = MUSICVOLUME
})
end
end
--= START Ambiance
-- head underwater
if minetest.registered_nodes[nod_head]
and minetest.registered_nodes[nod_head].groups.water then
return {underwater = underwater}
end
-- wading through water
if minetest.registered_nodes[nod_feet]
and minetest.registered_nodes[nod_feet].groups.water then
local control = player:get_player_control()
if control.up or control.down or control.left or control.right then
return {splash = splash}
end
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:jungletree",
"default:water_flowing", "default:water_source", "default:ice",
"default:river_water_flowing",
"default:desert_sand", "default:desert_stone", "default:snowblock"
})
num_fire = (cn["fire:basic_flame"] or 0) + (cn["fire:permanent_flame"] or 0)
num_lava = (cn["default:lava_flowing"] or 0) + (cn["default:lava_source"] or 0)
num_water_flowing = (cn["default:water_flowing"] or 0)
num_water_source = (cn["default:water_source"] or 0)
num_desert = (cn["default:desert_sand"] or 0) + (cn["default:desert_stone"] or 0)
num_snow = (cn["default:snowblock"] or 0)
num_jungletree = (cn["default:jungletree"] or 0)
num_river = (cn["default:river_water_flowing"] or 0)
num_ice = (cn["default:ice"] or 0)
--[[
print (
"fr:" .. num_fire,
"lv:" .. num_lava,
"wf:" .. num_water_flowing,
"ws:" .. num_water_source,
"ds:" .. num_desert,
"sn:" .. num_snow,
"ic:" .. num_ice,
"jt:" .. num_jungletree
)
]]
-- 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
-- lava
if num_lava > 5 then
return {lava = lava}
end
-- flowing water
if num_water_flowing > 30 then
return {flowing_water = flowing_water}
end
-- flowing river
if num_river > 30 then
return {river = river}
end
-- sea level beach
if pos.y < 7 and pos.y > 0
and num_water_source > 100 then
return {beach = beach}
end
-- ice flows
if num_ice > 100 and num_snow > 100 then
return {ice = ice}
end
-- desert
if num_desert > 150 then
return {desert = desert}
end
-- high up or surrounded by snow
if pos.y > 60
or num_snow > 150 then
return {high_up = high_up}
end
-- underground
if pos.y < -15 then
return {cave = cave}
end
if tod > 0.2
and tod < 0.8 then
-- jungle day time
if num_jungletree > 90 then
return {jungle = jungle}
end
-- normal day time
return {day = day}
else
-- jungle night time
if num_jungletree > 90 then
return {jungle_night = jungle_night}
end
-- normal night time
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 handler = minetest.sound_play(list[number].name, {
to_player = player_name,
gain = (list[number].gain or 0.3) * SOUNDVOLUME
})
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
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.river then stop_sound(river, 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
if not still_playing.jungle then stop_sound(jungle, player_name) end
if not still_playing.jungle_night then stop_sound(jungle_night, player_name) end
if not still_playing.ice then stop_sound(ice, 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
local players = minetest.get_connected_players()
for n = 1, #players do
local player_name = players[n]:get_player_name()
--local t1 = os.clock()
ambiences = get_ambience(players[n])
--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
play_sound(player_name, ambience, math.random(1, #ambience))
end
end
end
end)
-- set volume commands
minetest.register_chatcommand("svol", {
params = "<svol>",
description = "set sound volume (0.1 to 1.0)",
privs = {server = true},
func = function(name, param)
SOUNDVOLUME = tonumber(param) or SOUNDVOLUME
if SOUNDVOLUME < 0.1 then SOUNDVOLUME = 0.1 end
if SOUNDVOLUME > 1.0 then SOUNDVOLUME = 1.0 end
return true, "Sound volume set to " .. SOUNDVOLUME
end,
})
minetest.register_chatcommand("mvol", {
params = "<mvol>",
description = "set music volume (0.1 to 1.0)",
privs = {server = true},
func = function(name, param)
MUSICVOLUME = tonumber(param) or MUSICVOLUME
if MUSICVOLUME < 0.1 then MUSICVOLUME = 0.1 end
if MUSICVOLUME > 1.0 then MUSICVOLUME = 1.0 end
return true, "Music volume set to " .. MUSICVOLUME
end,
})