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Sound improvements
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@ -18,6 +18,7 @@
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- Make switches between effects more smooth
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- Make switches between effects more smooth
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- Adjust size of particle boxes based on player speed
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- Adjust size of particle boxes based on player speed
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- Create conditions for time of day, annual progression, biome filters
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- Create conditions for time of day, annual progression, biome filters
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- Generate wind based on speed and yaw instead of x and z values
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## Future Plans & Ideas
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## Future Plans & Ideas
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- Complete season system
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- Complete season system
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@ -3,48 +3,21 @@ if not climate_mod.settings.sound then return end
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local EFFECT_NAME = "climate_api:sound"
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local EFFECT_NAME = "climate_api:sound"
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local FADE_DURATION = climate_api.LONG_CYCLE
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local FADE_DURATION = climate_api.LONG_CYCLE
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local handles = {}
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local modpath = minetest.get_modpath(minetest.get_current_modname())
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local removables = {}
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local soundloop = dofile(modpath .. "/lib/soundloop.lua")
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local function end_sound(pname, weather, sound)
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if removables[pname] == nil
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local function start_sound(pname, sound)
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or removables[pname][weather] == nil then return end
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return soundloop.play(pname, sound, FADE_DURATION)
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local handle = removables[pname][weather]
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minetest.sound_stop(handle)
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removables[pname][weather] = nil
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end
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end
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local function start_sound(pname, weather, sound)
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local function stop_sound(pname, sound)
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local handle
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return soundloop.stop(pname, sound, FADE_DURATION)
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if handles[pname] == nil then handles[pname] = {} end
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if handles[pname][weather] ~= nil then return end
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if removables[pname] == nil or removables[pname][weather] == nil then
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handle = minetest.sound_play(sound.name, {
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to_player = pname,
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loop = true,
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gain = 0
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})
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else
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handle = removables[pname][weather]
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removables[pname][weather] = nil
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end
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minetest.sound_fade(handle, sound.gain / FADE_DURATION, sound.gain)
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handles[pname][weather] = handle
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end
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local function stop_sound(pname, weather, sound)
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if handles[pname] == nil or handles[pname][weather] == nil then return end
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local handle = handles[pname][weather]
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minetest.sound_fade(handle, -sound.gain / FADE_DURATION, 0)
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if removables[pname] == nil then removables[pname] = {} end
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removables[pname][weather] = handle
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handles[pname][weather] = nil
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minetest.after(FADE_DURATION, end_sound, pname, weather, sound)
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end
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end
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local function start_effect(player_data)
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local function start_effect(player_data)
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for playername, data in pairs(player_data) do
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for playername, data in pairs(player_data) do
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for weather, value in pairs(data) do
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for weather, value in pairs(data) do
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start_sound(playername, weather, value)
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start_sound(playername, value)
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end
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end
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end
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end
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end
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end
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@ -53,7 +26,7 @@ local function handle_effect(player_data, prev_data)
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for playername, data in pairs(player_data) do
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for playername, data in pairs(player_data) do
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for weather, value in pairs(data) do
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for weather, value in pairs(data) do
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if prev_data[playername][weather] == nil then
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if prev_data[playername][weather] == nil then
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start_sound(playername, weather, value)
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start_sound(playername, value)
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end
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end
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end
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end
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end
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end
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@ -61,7 +34,7 @@ local function handle_effect(player_data, prev_data)
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for playername, data in pairs(prev_data) do
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for playername, data in pairs(prev_data) do
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for weather, value in pairs(data) do
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for weather, value in pairs(data) do
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if player_data[playername][weather] == nil then
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if player_data[playername][weather] == nil then
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stop_sound(playername, weather, value)
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stop_sound(playername, value)
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end
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end
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end
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end
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end
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end
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@ -71,7 +44,7 @@ local function stop_effect(prev_data)
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minetest.log(dump2(prev_data, "stop_effect"))
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minetest.log(dump2(prev_data, "stop_effect"))
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for playername, data in pairs(prev_data) do
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for playername, data in pairs(prev_data) do
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for weather, value in pairs(data) do
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for weather, value in pairs(data) do
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stop_sound(playername, weather, value)
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stop_sound(playername, value)
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end
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end
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end
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end
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end
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end
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@ -2,10 +2,18 @@ climate_api.register_influence("heat", function(pos)
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return climate_api.environment.get_heat(pos)
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return climate_api.environment.get_heat(pos)
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end)
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end)
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climate_api.register_influence("base_heat", function(pos)
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return minetest.get_heat(pos)
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end)
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climate_api.register_influence("humidity", function(pos)
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climate_api.register_influence("humidity", function(pos)
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return climate_api.environment.get_humidity(pos)
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return climate_api.environment.get_humidity(pos)
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end)
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end)
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climate_api.register_influence("base_humidity", function(pos)
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return minetest.get_humidity(pos)
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end)
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climate_api.register_influence("biome", function(pos)
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climate_api.register_influence("biome", function(pos)
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local data = minetest.get_biome_data(pos)
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local data = minetest.get_biome_data(pos)
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local biome = minetest.get_biome_name(data.biome)
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local biome = minetest.get_biome_name(data.biome)
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57
lib/soundloop.lua
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57
lib/soundloop.lua
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@ -0,0 +1,57 @@
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local soundloop = {}
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local sounds = {}
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local function parse_sound(sound)
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if type(sound) == "string" then
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return { name = sound, gain = 1, pitch = 1 }
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end
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if sound.gain == nil then sound.gain = 1 end
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if sound.pitch == nil then sound.pitch = 1 end
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return sound
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end
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soundloop.play = function(player, sound, fade)
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sound = parse_sound(sound)
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if fade == nil then fade = 1 end
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local step
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local handle
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local start_gain
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if sounds[player] == nil then sounds[player] = {} end
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if sounds[player][sound.name] == nil then
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step = sound.gain / fade
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start_gain = 0
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elseif sounds[player][sound.name] ~= sound.gain then
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minetest.sound_stop(sounds[player][sound.name].handle)
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start_gain = sounds[player][sound.name].gain
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local change = sound.gain - start_gain
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step = change / fade
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else
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return
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end
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handle = minetest.sound_play(sound.name, {
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to_player = player,
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loop = true,
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gain = 0
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})
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sounds[player][sound.name] = {
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gain = sound.gain,
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handle = handle
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}
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minetest.sound_fade(handle, step, sound.gain)
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return handle
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end
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soundloop.stop = function(player, sound, fade)
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sound = parse_sound(sound)
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if sounds[player] == nil or sounds[player][sound.name] == nil then
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return
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end
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if fade == nil then fade = 1 end
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local handle = sounds[player][sound.name].handle
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local step = -sounds[player][sound.name].gain / fade
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minetest.sound_fade(handle, step, 0)
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sounds[player][sound.name].gain = 0
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minetest.after(fade, minetest.sound_stop, handle)
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end
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return soundloop
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