--= Ambience lite by TenPlus1 (16th April 2015) local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000) local SOUNDVOLUME = 1 local ambiences local played_on_start = false local tempy = {} -- compatibility with soundset mod local get_volume if (minetest.get_modpath("soundset")) ~= nil then get_volume = soundset.get_gain else get_volume = function (player_name, sound_type) return SOUNDVOLUME end -- set volume command minetest.register_chatcommand("svol", { params = "", description = "set sound volume (0.1 to 1.0)", privs = {server=true}, func = function(name, param) if tonumber(param) then SOUNDVOLUME = tonumber(param) minetest.chat_send_player(name, "Sound volume set.") else minetest.chat_send_player(name, "Sound volume no set, bad param.") end end, }) end -- sound sets local night = { handler = {}, frequency = 40, {name="hornedowl", length=2}, {name="wolves", length=4}, {name="cricket", length=6}, {name="deer", length=7}, {name="frog", length=1}, } local day = { handler = {}, frequency = 40, {name="cardinal", length=3}, {name="bluejay", length=6}, {name="craw", length=3}, {name="canadianloon2", length=14}, {name="robin", length=4}, {name="bird1", length=11}, {name="bird2", length=6}, {name="crestedlark", length=6}, {name="peacock", length=2} } local high_up = { handler = {}, frequency = 40, {name="craw", length=3}, {name="wind", length=9.5}, } local cave = { handler = {}, frequency = 60, {name="drippingwater1", length=1.5}, {name="drippingwater2", length=1.5} } local beach = { handler = {}, frequency = 40, {name="seagull", length=4.5}, {name="beach", length=13}, {name="gull", length=1} } local desert = { handler = {}, frequency = 20, {name="coyote", length=2.5}, {name="desertwind", length=8} } local flowing_water = { handler = {}, frequency = 1000, {name="waterfall", length=6} } local underwater = { handler = {}, frequency = 1000, {name="scuba", length=8} } local splash = { handler = {}, frequency = 1000, {name="swim_splashing", length=3}, } local lava = { handler = {}, frequency = 1000, {name="lava", length=7} } local smallfire = { handler = {}, frequency = 1000, {name="fire_small", length=6} } local largefire = { handler = {}, frequency = 1000, {name="fire_large", length=8} } -- check where player is and which sounds are played local get_ambience = function(player) -- where am I? local pos = player:getpos() -- what is around me? pos.y = pos.y + 1.4 -- head level local nod_head = minetest.get_node(pos).name pos.y = pos.y - 1.2 -- feet level local nod_feet = minetest.get_node(pos).name pos.y = pos.y - 0.2 -- reset pos --= START Ambiance if nod_head == "default:water_source" or nod_head == "default:water_flowing" then return {underwater=underwater} end if nod_feet == "default:water_source" or nod_feet == "default:water_flowing" then return {splash=splash} end local num_fire, num_lava, num_water_source, num_water_flowing, num_desert = 0,0,0,0,0 -- get block of nodes we need to check tempy = minetest.find_nodes_in_area({x=pos.x-6,y=pos.y-2, z=pos.z-6}, {x=pos.x+6,y=pos.y+2, z=pos.z+6}, {"fire:basic_flame", "bakedclay:safe_fire", "default:lava_flowing", "default:lava_source", "default:water_flowing", "default:water_source", "default:desert_sand", "default:desert_stone",}) -- count separate instances in block for _, npos in ipairs(tempy) do local node = minetest.get_node(npos).name if node == "fire:basic_flame" or node == "bakedclay:safe_fire" then num_fire = num_fire + 1 end if node == "default:lava_flowing" or node == "default:lava_source" then num_lava = num_lava + 1 end if node == "default:water_flowing" then num_water_flowing = num_water_flowing + 1 end if node == "default:water_source" then num_water_source = num_water_source + 1 end if node == "default:desert_sand" or node == "default:desert_stone" then num_desert = num_desert + 1 end end ; --print (num_fire, num_lava, num_water_flowing, num_water_source, num_desert) -- is fire redo mod active? if fire and fire.mod and fire.mod == "redo" then if num_fire > 8 then return {largefire=largefire} elseif num_fire > 0 then return {smallfire=smallfire} end end if num_lava > 5 then return {lava=lava} end if num_water_flowing > 30 then return {flowing_water=flowing_water} end if pos.y < 7 and pos.y > 0 and num_water_source > 100 then return {beach=beach} end if num_desert > 150 then return {desert=desert} end if pos.y > 60 then return {high_up=high_up} end if pos.y < -10 then return {cave=cave} end if minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8 then return {day=day} else return {night=night} end -- END Ambiance end -- play sound, set handler then delete handler when sound finished local play_sound = function(player, list, number) local player_name = player:get_player_name() if list.handler[player_name] == nil then local gain = get_volume(player:get_player_name(), "ambience") local handler = minetest.sound_play(list[number].name, {to_player=player_name, gain=gain}) if handler then list.handler[player_name] = handler minetest.after(list[number].length, function(args) local list = args[1] local player_name = args[2] if list.handler[player_name] then minetest.sound_stop(list.handler[player_name]) list.handler[player_name] = nil end end, {list, player_name}) end end end -- stop sound in still_playing local stop_sound = function (list, player) local player_name = player:get_player_name() if list.handler[player_name] then if list.on_stop then minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=get_volume(player:get_player_name(), "ambience")}) end minetest.sound_stop(list.handler[player_name]) list.handler[player_name] = nil end end -- check sounds that are not in still_playing local still_playing = function(still_playing, player) if not still_playing.cave then stop_sound(cave, player) end if not still_playing.high_up then stop_sound(high_up, player) end if not still_playing.beach then stop_sound(beach, player) end if not still_playing.desert then stop_sound(desert, player) end if not still_playing.night then stop_sound(night, player) end if not still_playing.day then stop_sound(day, player) end if not still_playing.flowing_water then stop_sound(flowing_water, player) end if not still_playing.splash then stop_sound(splash, player) end if not still_playing.underwater then stop_sound(underwater, player) end if not still_playing.lava then stop_sound(lava, player) end if not still_playing.smallfire then stop_sound(smallfire, player) end if not still_playing.largefire then stop_sound(largefire, player) end end local function tick() for _,player in ipairs(minetest.get_connected_players()) do --local t1 = os.clock() ambiences = get_ambience(player) --print ("[AMBIENCE] "..math.ceil((os.clock() - t1) * 1000).." ms") still_playing(ambiences, player) if get_volume(player:get_player_name(), "ambience") > 0 then for _,ambience in pairs(ambiences) do if math.random(1, 1000) <= ambience.frequency then if ambience.on_start and played_on_start == false then played_on_start = true minetest.sound_play(ambience.on_start, {to_player=player:get_player_name(),gain=get_volume(player:get_player_name(), "ambience")}) end play_sound(player, ambience, math.random(1, #ambience)) end end end end minetest.after(1, tick) end minetest.after(10, tick)