Sound improvements

This commit is contained in:
Till Affeldt
2020-04-18 17:24:59 +02:00
parent a6cfca7745
commit 0c5c9f0d15
4 changed files with 77 additions and 38 deletions

View File

@ -2,10 +2,18 @@ climate_api.register_influence("heat", function(pos)
return climate_api.environment.get_heat(pos)
end)
climate_api.register_influence("base_heat", function(pos)
return minetest.get_heat(pos)
end)
climate_api.register_influence("humidity", function(pos)
return climate_api.environment.get_humidity(pos)
end)
climate_api.register_influence("base_humidity", function(pos)
return minetest.get_humidity(pos)
end)
climate_api.register_influence("biome", function(pos)
local data = minetest.get_biome_data(pos)
local biome = minetest.get_biome_name(data.biome)

57
lib/soundloop.lua Normal file
View File

@ -0,0 +1,57 @@
local soundloop = {}
local sounds = {}
local function parse_sound(sound)
if type(sound) == "string" then
return { name = sound, gain = 1, pitch = 1 }
end
if sound.gain == nil then sound.gain = 1 end
if sound.pitch == nil then sound.pitch = 1 end
return sound
end
soundloop.play = function(player, sound, fade)
sound = parse_sound(sound)
if fade == nil then fade = 1 end
local step
local handle
local start_gain
if sounds[player] == nil then sounds[player] = {} end
if sounds[player][sound.name] == nil then
step = sound.gain / fade
start_gain = 0
elseif sounds[player][sound.name] ~= sound.gain then
minetest.sound_stop(sounds[player][sound.name].handle)
start_gain = sounds[player][sound.name].gain
local change = sound.gain - start_gain
step = change / fade
else
return
end
handle = minetest.sound_play(sound.name, {
to_player = player,
loop = true,
gain = 0
})
sounds[player][sound.name] = {
gain = sound.gain,
handle = handle
}
minetest.sound_fade(handle, step, sound.gain)
return handle
end
soundloop.stop = function(player, sound, fade)
sound = parse_sound(sound)
if sounds[player] == nil or sounds[player][sound.name] == nil then
return
end
if fade == nil then fade = 1 end
local handle = sounds[player][sound.name].handle
local step = -sounds[player][sound.name].gain / fade
minetest.sound_fade(handle, step, 0)
sounds[player][sound.name].gain = 0
minetest.after(fade, minetest.sound_stop, handle)
end
return soundloop