Use ephemeral sounds

This commit is contained in:
Wuzzy 2020-04-06 00:19:56 +02:00
parent 63572c5c23
commit 1b3f948daa

View File

@ -162,7 +162,7 @@ MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabili
} }
end end
if puncher ~= nil then if puncher ~= nil then
minetest.sound_play(sound_hit, {pos = self.object:get_pos(), loop = false, max_hear_distance = 10, gain = 0.4}) minetest.sound_play(sound_hit, {pos = self.object:get_pos(), loop = false, max_hear_distance = 10, gain = 0.4}, false)
if time_from_last_punch >= 0.45 then if time_from_last_punch >= 0.45 then
hit(self) hit(self)
self.direction = {x=self.object:get_velocity().x, y=self.object:get_velocity().y, z=self.object:get_velocity().z} self.direction = {x=self.object:get_velocity().x, y=self.object:get_velocity().y, z=self.object:get_velocity().z}
@ -178,7 +178,7 @@ MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabili
end end
MUMMY_DEF.on_death = function(self, killer) MUMMY_DEF.on_death = function(self, killer)
minetest.sound_play(sound_dead, {pos = self.object:get_pos(), max_hear_distance = 10 , gain = 0.3}) minetest.sound_play(sound_dead, {pos = self.object:get_pos(), max_hear_distance = 10 , gain = 0.3}, false)
-- Drop item on death -- Drop item on death
local count = math.random(0,3) local count = math.random(0,3)
if count > 0 then if count > 0 then
@ -247,7 +247,7 @@ MUMMY_DEF.on_step = function(self, dtime)
else else
hit(self) hit(self)
self.sound_timer = 0 self.sound_timer = 0
minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.4}) minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.4}, false)
end end
end end
else else
@ -266,7 +266,7 @@ MUMMY_DEF.on_step = function(self, dtime)
--play sound --play sound
if self.sound_timer > math.random(5,35) then if self.sound_timer > math.random(5,35) then
minetest.sound_play(sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.2}) minetest.sound_play(sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.2}, false)
self.sound_timer = 0 self.sound_timer = 0
end end