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			1.0 KiB
		
	
	
	
	
	
	
	
Sound API
Option 1: Agnostically depend
You can do this by using a custom field in your node def instead of the sounds key.
minetest.register_node(nodename, {
    ...
    _sound_def = {
        key = "",
        input = {},
    },
    ...
})
where:
- key: string name of the field from the sound api you want to use, for example node_sound_stone_defaults
- input: table input of fields you want passed to the key field, used to override specific sounds.
Option 2: Hard depend
add this mod to your mod.confs depends and directly call the sound_api as follows
minetest.register_node(nodename, {
    ...
    sounds = xcompat.sounds.node_sound_stone_defaults(input)
    ...
})
- input: optional table to override some or all of returned values
Note
In some instances, when sounds are defined by strings and the sound doesn't
belong to a block or anything mod-specific, xcompat may not be needed. E.g.
the sound "default_dig_choppy" is accessed in the same way in both Mineclonia
and Minetest Game, without xcompat.