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