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server-nalc/mods/ambience/init.lua
2015-10-25 11:53:46 +01:00

267 lines
7.2 KiB
Lua
Executable File

--= Ambience lite by TenPlus1 (16th April 2015)
local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000)
local SOUNDVOLUME = 1
-- 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 = "<svol>",
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}
}
local get_num_nodes = function(pos, nodes)
return #minetest.find_nodes_in_area(
{x=pos.x-6,y=pos.y-2, z=pos.z-6},
{x=pos.x+6,y=pos.y+3, z=pos.z+6},
nodes
)
end
-- 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?
local nod_head = minetest.get_node({x=pos.x,y=pos.y+1.4, z=pos.z}).name
if string.find(nod_head, "water_") then
return {underwater=underwater}
end
local nod_feet = minetest.get_node({x=pos.x,y=pos.y+0.2, z=pos.z}).name
if string.find(nod_feet, "water_") then
return {splash=splash}
end
--= START Ambiance
-- is fire redo mod active?
if fire and fire.mod and fire.mod == "redo" then
local num_fire = get_num_nodes(pos, {"fire:basic_flame", "bakedclay:safe_fire"})
--print("num_fire:"..dump(num_fire))
if num_fire > 8 then
return {largefire=largefire}
elseif num_fire > 0 then
return {smallfire=smallfire}
end
end
local num_lava = get_num_nodes(pos, {"default:lava_flowing", "default:lava_source"})
--print("num_lava:"..dump(num_lava))
if num_lava > 5 then
return {lava=lava}
end
local num_water_flowing = get_num_nodes(pos, {"default:water_flowing", "default:river_water_flowing"})
--print("num_water_flowing:"..dump(num_water_flowing))
if num_water_flowing > 30 then
return {flowing_water=flowing_water}
end
if pos.y < 7 and pos.y > 0 then
local num_water_source = get_num_nodes(pos, {"default:water_source", "default:river_water_source"})
--print("num_water_source:"..dump(num_water_source))
if num_water_source > 100 then
return {beach=beach}
end
end
local num_desert = get_num_nodes(pos, {"default:desert_sand", "default:desert_stone"})
--print("num_desert:"..dump(num_desert))
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 playername = player:get_player_name()
local gain = get_volume(playername, "ambience")
if gain > 0 then
--local t1 = os.clock()
local ambiences = get_ambience(player)
--print ("[AMBIENCE] "..math.ceil((os.clock() - t1) * 1000).." ms")
still_playing(ambiences, player)
for _,ambience in pairs(ambiences) do
if math.random(1, 1000) <= ambience.frequency then
play_sound(player, ambience, math.random(1, #ambience))
end
end
end
end
minetest.after(1, tick)
end
minetest.after(10, tick)