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add sound to torchspines
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111
looped_node_sound/init.lua
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111
looped_node_sound/init.lua
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looped_node_sound = {}
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looped_node_sound.register = function(def)
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local handles = {}
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local timer = 0
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-- Parameters
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local radius = def.radius or 8 -- node search radius around player
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local cycle = def.cycle_time or 3 -- Cycle time for sound updates
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assert(def.node_list, "[looped_sound_node] register function called without a node_list in its definition")
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assert(def.sound, "[looped_sound_node] register function called without a sound in its definition")
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local node_list = def.node_list
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local sound = def.sound
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local gain_per_node = def.gain_per_node or 0.125
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local gain_max = def.max_gain or 1.0
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local max_hear_distance = def.max_hear_distance or 32
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-- Update sound for player
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function update_player_sound(player)
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local player_name = player:get_player_name()
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-- Search for nodes in radius around player
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local ppos = player:get_pos()
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local areamin = vector.subtract(ppos, radius)
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local areamax = vector.add(ppos, radius)
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local fpos, num = minetest.find_nodes_in_area(
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areamin,
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areamax,
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node_list
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)
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-- Total number of nodes in radius
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local total = 0
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for _, count in pairs(num) do
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total = total + count
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end
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-- Stop previous sound
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if handles[player_name] then
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minetest.sound_stop(handles[player_name])
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end
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-- If nodes
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if total > 0 then
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-- Find centre of node positions
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local fposmid = fpos[1]
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-- If more than 1 node
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if #fpos > 1 then
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local fposmin = areamax
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local fposmax = areamin
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for i = 1, #fpos do
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local fposi = fpos[i]
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if fposi.x > fposmax.x then
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fposmax.x = fposi.x
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end
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if fposi.y > fposmax.y then
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fposmax.y = fposi.y
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end
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if fposi.z > fposmax.z then
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fposmax.z = fposi.z
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end
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if fposi.x < fposmin.x then
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fposmin.x = fposi.x
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end
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if fposi.y < fposmin.y then
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fposmin.y = fposi.y
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end
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if fposi.z < fposmin.z then
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fposmin.z = fposi.z
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end
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end
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fposmid = vector.divide(vector.add(fposmin, fposmax), 2)
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end
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-- Play sound
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local handle = minetest.sound_play(sound, {
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pos = fposmid,
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to_player = player_name,
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gain = math.min(total * gain_per_node, gain_max),
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max_hear_distance = max_hear_distance,
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loop = true -- In case of lag
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})
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-- Store sound handle for this player
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if handle then
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handles[player_name] = handle
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else
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handles[player_name] = nil
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end
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else
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handles[player_name] = nil
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end
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end
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-- Cycle for updating players sounds
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer < cycle then
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return
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end
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timer = 0
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local players = minetest.get_connected_players()
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for n = 1, #players do
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update_player_sound(players[n])
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end
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end)
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-- Stop sound and clear handle on player leave
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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if handles[player_name] then
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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end)
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end
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16
looped_node_sound/license.txt
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16
looped_node_sound/license.txt
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License of source code
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----------------------
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GNU Lesser General Public License, version 2.1
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Copyright (C) 2012-2016 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2012-2016 Various Minetest developers and contributors
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Copyright (C) 2022 FaceDeer, pulled code out of the default game fire mod and made generic
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This program is free software; you can redistribute it and/or modify it under the terms
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of the GNU Lesser General Public License as published by the Free Software Foundation;
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either version 2.1 of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU Lesser General Public License for more details:
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https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
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4
looped_node_sound/mod.conf
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4
looped_node_sound/mod.conf
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name = looped_node_sound
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description = A simple API for causing nodes to appear to be emitting a looped sound
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depends =
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optional_depends =
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