df_ambience = {} local pplus = minetest.get_modpath("playerplus") local S = minetest.get_translator(minetest.get_current_modname()) local modpath = minetest.get_modpath(minetest.get_current_modname()) local radius = 6 local registered_sets = {} local set_nodes = {} local muted_players = {} local ensure_set_node = function(node_name) for _, existing_node in pairs(set_nodes) do if node_name == existing_node then return end end table.insert(set_nodes, node_name) end df_ambience.add_set = function(def) assert(def) assert(def.sounds) if def.nodes then for _, node_name in pairs(def.nodes) do ensure_set_node(node_name) end end def.frequency = def.frequency or 0.05 table.insert(registered_sets, def) end local timer = 0 local random = math.random local get_player_data = function(player, name) -- get head level node at player position local pos = player:get_pos() if not pos then return end local prop = player:get_properties() local eyeh = prop.eye_height or 1.47 -- eye level with fallback pos.y = pos.y + eyeh local nod_head = pplus and name and playerplus[name] and playerplus[name].nod_head or minetest.get_node(pos).name pos.y = pos.y - eyeh -- get all set nodes around player 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}, set_nodes) return { pos = pos, head_node = nod_head, biome = df_caverns.get_biome(pos), totals = cn } end local check_nodes = function(totals, nodes) for _, node in pairs(nodes) do if (totals[node] or 0) > 1 then return true end end return false end -- selects sound set local get_ambience = function(player, name) local player_data -- loop through sets in order and choose first that meets its conditions for _, set in ipairs(registered_sets) do if random() < set.frequency then local check_passed local sound_check = set.sound_check local set_nodes = set.nodes if sound_check or set_nodes then player_data = player_data or get_player_data(player, name) end if ((not set_nodes) or check_nodes(player_data.totals, set_nodes)) and ((not sound_check) or sound_check(player_data)) then return set end end end end minetest.register_globalstep(function(dtime) -- one second timer timer = timer + dtime if timer < 1 then return end timer = 0 local player_name local number local ambience -- loop through players for _, player in pairs(minetest.get_connected_players()) do player_name = player:get_player_name() if not muted_players[player_name] then local set = get_ambience(player, player_name) if set then -- choose random sound from set number = random(#set.sounds) ambience = set.sounds[number] -- play sound minetest.sound_play(ambience.name, { to_player = player_name, gain = ambience.gain or 0.3, pitch = ambience.pitch or 1.0, }, true) end end end end) minetest.register_chatcommand("mute_df_ambience", { params = "", description = S("Mutes or unmutes ambient sounds in deep caverns"), func = function(name, param) local message if muted_players[name] then message = S("Unmuted") muted_players[name] = nil else message = S("Muted, no new sounds will start playing once current sounds finish") muted_players[name] = true end return true, message end }) dofile(modpath.."/soundsets.lua")