looped_node_sound = {} --looped_node_sound.register({ -- node_list = {}, -- sound = , -- radius = , -- cycle_time =, -- gain_per_node =, -- max_gain =, -- max_hear_distance =, --}) looped_node_sound.register = function(def) local handles = {} local timer = 0 -- Parameters local radius = def.radius or 8 -- node search radius around player local cycle = def.cycle_time or 3 -- Cycle time for sound updates assert(def.node_list, "[looped_sound_node] register function called without a node_list in its definition") assert(def.sound, "[looped_sound_node] register function called without a sound in its definition") local node_list = def.node_list local sound = def.sound local gain_per_node = def.gain_per_node or 0.125 local gain_max = def.max_gain or 1.0 local max_hear_distance = def.max_hear_distance or 32 -- Update sound for player local function update_player_sound(player) local player_name = player:get_player_name() -- Search for nodes in radius around player local ppos = player:get_pos() local areamin = vector.subtract(ppos, radius) local areamax = vector.add(ppos, radius) local fpos, num = minetest.find_nodes_in_area( areamin, areamax, node_list ) -- Total number of nodes in radius local total = 0 for _, count in pairs(num) do total = total + count end -- Stop previous sound if handles[player_name] then minetest.sound_stop(handles[player_name]) end -- If nodes if total > 0 then -- Find centre of node positions local fposmid = fpos[1] -- If more than 1 node if #fpos > 1 then local fposmin = areamax local fposmax = areamin for i = 1, #fpos do local fposi = fpos[i] if fposi.x > fposmax.x then fposmax.x = fposi.x end if fposi.y > fposmax.y then fposmax.y = fposi.y end if fposi.z > fposmax.z then fposmax.z = fposi.z end if fposi.x < fposmin.x then fposmin.x = fposi.x end if fposi.y < fposmin.y then fposmin.y = fposi.y end if fposi.z < fposmin.z then fposmin.z = fposi.z end end fposmid = vector.divide(vector.add(fposmin, fposmax), 2) end -- Play sound local handle = minetest.sound_play(sound, { pos = fposmid, to_player = player_name, gain = math.min(total * gain_per_node, gain_max), max_hear_distance = max_hear_distance, loop = true -- In case of lag }) -- Store sound handle for this player if handle then handles[player_name] = handle else handles[player_name] = nil end else handles[player_name] = nil end end -- Cycle for updating players sounds minetest.register_globalstep(function(dtime) timer = timer + dtime if timer < cycle then return end timer = 0 local players = minetest.get_connected_players() for n = 1, #players do update_player_sound(players[n]) end end) -- Stop sound and clear handle on player leave minetest.register_on_leaveplayer(function(player) local player_name = player:get_player_name() if handles[player_name] then minetest.sound_stop(handles[player_name]) handles[player_name] = nil end end) end