429 lines
8.5 KiB
Lua
429 lines
8.5 KiB
Lua
--[[
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Default Sound Sets
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------------------
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Order is very important when adding a sound set so it will play a certain
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set of sounds before any another.
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--]]
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-- Underwater sounds play when player head is submerged
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ambience.add_set("underwater", {
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frequency = 1000,
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sounds = {
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{name = "scuba", length = 8}
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},
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sound_check = function(def)
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if minetest.registered_nodes[def.head_node]
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and minetest.registered_nodes[def.head_node].groups.water then
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return "underwater"
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end
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end
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})
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-- Splashing sound plays when player walks inside water nodes
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ambience.add_set("splash", {
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frequency = 1000,
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sounds = {
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{name = "swim_splashing", length = 3}
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},
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sound_check = function(def)
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if minetest.registered_nodes[def.feet_node]
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and minetest.registered_nodes[def.feet_node].groups.water then
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local control = def.player:get_player_control()
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if control.up or control.down or control.left or control.right then
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return "splash"
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end
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end
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end
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})
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-- check for env_sounds mod, if not found enable water flowing sounds
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if not minetest.get_modpath("env_sounds") then
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-- Water sound plays when near flowing water
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ambience.add_set("flowing_water", {
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frequency = 1000,
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sounds = {
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{name = "waterfall", length = 6}
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},
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nodes = {"default:water_flowing"},
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sound_check = function(def)
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local c = (def.totals["default:water_flowing"] or 0)
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if c > 40 then
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return "flowing_water", 0.5
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elseif c > 5 then
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return "flowing_water"
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end
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end
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})
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-- River sound plays when near flowing river
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ambience.add_set("river", {
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frequency = 1000,
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sounds = {
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{name = "river", length = 4, gain = 0.1}
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},
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nodes = {"default:river_water_flowing"},
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sound_check = function(def)
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local c = (def.totals["default:river_water_flowing"] or 0)
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if c > 20 then
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return "river", 0.5
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elseif c > 5 then
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return "river"
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end
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end
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})
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else
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print ("[Ambience] found env_sounds, flowing water sounds disabled.")
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end
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-- Only add fire sounds set if flame_sound is disabled or fire redo active
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local flame_sound = minetest.settings:get_bool("flame_sound", true)
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local fire_redo = minetest.get_modpath("fire") and fire.mod and fire.mod == "redo"
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if flame_sound and not fire_redo then
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print ("[Ambience] fire sounds not enabled, already active in fire mod.")
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else
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-- Small fire sound plays when near lower than 9 flames
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ambience.add_set("smallfire", {
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frequency = 1000,
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sounds = {
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{name = "fire_small", length = 6, gain = 0.1}
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},
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nodes = {"fire:basic_flame", "fire:permanent_flame"},
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sound_check = function(def)
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local c = (def.totals["fire:basic_flame"] or 0)
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+ (def.totals["fire:permanent_flame"] or 0)
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if c > 5 and c < 9 then
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return "smallfire", 0.5
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elseif c > 0 and c < 9 then
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return "smallfire"
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end
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end
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})
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-- Large fire sound plays when near more than 9 flames
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ambience.add_set("largefire", {
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frequency = 1000,
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sounds = {
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{name = "fire_large", length = 8, gain = 0.4}
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},
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sound_check = function(def)
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-- fire nodes were added in last set, so don't need to be added in this one
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local c = (def.totals["fire:basic_flame"] or 0)
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+ (def.totals["fire:permanent_flame"] or 0)
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if c > 20 then
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return "largefire", 0.5
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elseif c > 8 then
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return "largefire"
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end
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end
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})
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end
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-- Lava sound plays when near lava
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ambience.add_set("lava", {
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frequency = 1000,
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sounds = {
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{name = "lava", length = 7}
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},
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nodes = {"default:lava_source", "default:lava_flowing"},
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sound_check = function(def)
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local c = (def.totals["default:lava_source"] or 0)
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+ (def.totals["default:lava_flowing"] or 0)
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if c > 20 then
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return "lava", 0.5
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elseif c > 5 then
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return "lava"
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end
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end
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})
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-- Beach sounds play when below y-pos 6 and 150+ water source found
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ambience.add_set("beach", {
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frequency = 40,
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sounds = {
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{name = "seagull", length = 4.5, ephemeral = true},
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{name = "beach", length = 13},
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{name = "gull", length = 1, ephemeral = true},
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{name = "beach_2", length = 6}
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},
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nodes = {"default:water_source"},
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sound_check = function(def)
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local c = (def.totals["default:water_source"] or 0)
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if def.pos.y < 6 and def.pos.y > 0 and c > 150 then
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return "beach"
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end
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end
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})
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-- Ice sounds play when 100 or more ice are nearby
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ambience.add_set("ice", {
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frequency = 250,
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sounds = {
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{name = "icecrack", length = 23},
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{name = "desertwind", length = 8},
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{name = "wind", length = 9}
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},
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nodes = {"default:ice"},
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sound_check = function(def)
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local c = (def.totals["default:ice"] or 0)
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if c > 100 then
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return "ice"
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end
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end
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})
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-- Desert sounds play when near 150+ desert or normal sand
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ambience.add_set("desert", {
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frequency = 20,
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sounds = {
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{name = "coyote", length = 2.5, ephemeral = true},
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{name = "wind", length = 9},
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{name = "desertwind", length = 8}
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},
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nodes = {"default:desert_sand", "default:sand"},
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sound_check = function(def)
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local c = (def.totals["default:desert_sand"] or 0)
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+ (def.totals["default:sand"] or 0)
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if c > 150 and def.pos.y > 10 then
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return "desert"
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end
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end
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})
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-- Cave sounds play when below player position Y -25
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ambience.add_set("cave", {
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frequency = 60,
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sounds = {
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{name = "drippingwater1", length = 1.5, ephemeral = true},
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{name = "drippingwater2", length = 1.5, ephemeral = true}
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},
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sound_check = function(def)
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if def.pos.y < -25 then
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return "cave"
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end
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end
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})
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-- Jungle sounds play during day and when around 90 jungletree trunks
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ambience.add_set("jungle", {
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frequency = 200,
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sounds = {
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{name = "jungle_day_1", length = 7},
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{name = "deer", length = 7, ephemeral = true},
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{name = "canadianloon2", length = 14},
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{name = "bird1", length = 11},
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{name = "peacock", length = 2, ephemeral = true}
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},
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nodes = {"default:jungletree"},
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sound_check = function(def)
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local c = (def.totals["default:jungletree"] or 0)
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if def.tod > 0.2 and def.tod < 0.8 and c > 90 then
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return "jungle"
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end
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end
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})
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-- Jungle sounds play during night and when around 90 jungletree trunks
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ambience.add_set("jungle_night", {
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frequency = 200,
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sounds = {
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{name = "jungle_night_1", length = 4, ephemeral = true},
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{name = "jungle_night_2", length = 4, ephemeral = true},
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{name = "deer", length = 7, ephemeral = true},
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{name = "frog", length = 1, ephemeral = true}
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},
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sound_check = function(def)
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-- jungle tree was added in last set, so doesnt need to be added in this one
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local c = (def.totals["default:jungletree"] or 0)
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if (def.tod < 0.2 or def.tod > 0.8) and c > 90 then
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return "jungle_night"
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end
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end
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})
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-- Daytime sounds play during day when around leaves and above ground
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ambience.add_set("day", {
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frequency = 40,
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sounds = {
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{name = "cardinal", length = 3, ephemeral = true},
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{name = "craw", length = 3, ephemeral = true},
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{name = "bluejay", length = 6, ephemeral = true},
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{name = "robin", length = 4, ephemeral = true},
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{name = "bird1", length = 11},
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{name = "bird2", length = 6, ephemeral = true},
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{name = "crestedlark", length = 6, ephemeral = true},
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{name = "peacock", length = 2, ephemeral = true},
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{name = "wind", length = 9}
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},
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nodes = {"group:leaves"},
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sound_check = function(def)
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-- we used group:leaves but still need to specify actual nodes for total
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local c = (def.totals["default:leaves"] or 0)
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+ (def.totals["default:bush_leaves"] or 0)
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+ (def.totals["default:pine_needles"] or 0)
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+ (def.totals["default:aspen_leaves"] or 0)
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if (def.tod > 0.2 and def.tod < 0.8)
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and def.pos.y > -10
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and c > 5 then
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return "day"
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end
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end
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})
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-- Nighttime sounds play at night when above ground near leaves
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ambience.add_set("night", {
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frequency = 40,
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sounds = {
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{name = "hornedowl", length = 2, ephemeral = true},
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{name = "wolves", length = 4, gain = 0.4, ephemeral = true},
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{name = "cricket", length = 6, ephemeral = true},
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{name = "deer", length = 7, ephemeral = true},
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{name = "frog", length = 1, ephemeral = true}
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},
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sound_check = function(def)
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-- leaves were added in last set, so don't need to be added to this one
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local c = (def.totals["default:leaves"] or 0)
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+ (def.totals["default:bush_leaves"] or 0)
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+ (def.totals["default:pine_needles"] or 0)
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+ (def.totals["default:aspen_leaves"] or 0)
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if (def.tod < 0.2 or def.tod > 0.8)
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and def.pos.y > -10
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and c > 5 then
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return "night"
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end
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end
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})
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-- Winds play when player is above 50 y-pos or near 150+ snow blocks
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ambience.add_set("high_up", {
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frequency = 40,
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sounds = {
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{name = "desertwind", length = 8},
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{name = "wind", length = 9}
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},
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nodes = {"default:snowblock"},
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sound_check = function(def)
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local c = (def.totals["default:snowblock"] or 0)
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if def.pos.y > 50 or c > 150 then
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return "high_up"
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end
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end
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})
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