329 lines
7.5 KiB
Lua
329 lines
7.5 KiB
Lua
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ambience = {}
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-- override default water sounds
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minetest.override_item("default:water_source", { sounds = {} })
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minetest.override_item("default:water_flowing", { sounds = {} })
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minetest.override_item("default:river_water_source", { sounds = {} })
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minetest.override_item("default:river_water_flowing", { sounds = {} })
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-- settings
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local SOUNDVOLUME = 1.0
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local MUSICVOLUME = 1.0
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local play_music = minetest.settings:get_bool("ambience_music") ~= false
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local pplus = minetest.get_modpath("playerplus")
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local radius = 6
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local playing = {}
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local sound_sets = {} -- all the sounds and their settings
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local sound_set_order = {} -- needed because pairs loops randomly through tables
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local set_nodes = {} -- all the nodes needed for sets
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-- global functions
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-- add set to list
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ambience.add_set = function(set_name, def)
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if not set_name or not def then
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return
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end
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sound_sets[set_name] = {
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frequency = def.frequency or 50,
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sounds = def.sounds,
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sound_check = def.sound_check,
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nodes = def.nodes
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}
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-- add set name to the sound_set_order table
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local can_add = true
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for i = 1, #sound_set_order do
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if sound_set_order[i] == set_name then
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can_add = false
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end
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end
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if can_add then
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table.insert(sound_set_order, set_name)
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end
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-- add any missing nodes to the set_nodes table
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if def.nodes then
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for i = 1, #def.nodes do
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can_add = def.nodes[i]
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for j = 1, #set_nodes do
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if def.nodes[i] == set_nodes[j] then
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can_add = false
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end
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end
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if can_add then
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table.insert(set_nodes, can_add)
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end
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end
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end
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end
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-- return set from list using name
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ambience.get_set = function(set_name)
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if sound_sets[set_name] then
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return sound_sets[set_name]
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end
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end
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-- remove set from list
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ambience.del_set = function(set_name)
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sound_sets[set_name] = nil
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local can_del = false
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for i = 1, #sound_set_order do
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if sound_set_order[i] == set_name then
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can_del = i
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end
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end
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if can_del then
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table.remove(sound_set_order, can_del)
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end
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end
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-- plays music and selects sound set
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local get_ambience = function(player, tod, name)
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-- play server or local music if available
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if play_music and playing[name] then
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-- play at midnight
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if tod >= 0.0 and tod <= 0.01 then
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if not playing[name].music then
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playing[name].music = minetest.sound_play("ambience_music", {
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to_player = player:get_player_name(),
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gain = MUSICVOLUME
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})
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end
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elseif tod > 0.1 and playing[name].music then
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playing[name].music = nil
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end
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end
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-- get foot and head level nodes at player position
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local pos = player:get_pos() ; if not pos then return end
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pos.y = pos.y + 1.4 -- head level
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local nod_head = pplus and name and playerplus[name].nod_head or
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minetest.get_node(pos).name
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pos.y = pos.y - 1.2 -- foot level
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local nod_feet = pplus and name and playerplus[name].nod_feet or
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minetest.get_node(pos).name
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pos.y = pos.y - 0.2 -- reset pos
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-- get all set nodes around player
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local ps, cn = minetest.find_nodes_in_area(
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{x = pos.x - radius, y = pos.y - radius, z = pos.z - radius},
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{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius}, set_nodes)
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-- loop through sets in order and choose first that meets it's conditions
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for n = 1, #sound_set_order do
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local set = sound_sets[ sound_set_order[n] ]
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if set and set.sound_check then
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-- pass settings to function for condition check
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local set_name, gain = set.sound_check({
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player = player,
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pos = pos,
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tod = tod,
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totals = cn,
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positions = ps,
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head_node = nod_head,
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feet_node = nod_feet
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})
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-- if conditions met return set name and gain value
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if set_name then
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return set_name, gain
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end
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end
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end
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end
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local timer = 0
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local random = math.random
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-- players routine
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minetest.register_globalstep(function(dtime)
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-- one second timer
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timer = timer + dtime
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if timer < 1 then return end
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timer = 0
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-- get list of players and set some variables
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local players = minetest.get_connected_players()
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local player_name, number, chance, ambience, handler, ok
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local tod = minetest.get_timeofday()
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-- loop through players
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for n = 1, #players do
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player_name = players[n]:get_player_name()
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--local t1 = os.clock()
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local set_name, MORE_GAIN = get_ambience(players[n], tod, player_name)
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--print(string.format("elapsed time: %.4f\n", os.clock() - t1))
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ok = true -- everything starts off ok
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-- stop current sound if another set active or gain changed
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if playing[player_name]
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and playing[player_name].handler then
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if playing[player_name].set ~= set_name
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or (playing[player_name].set == set_name
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and playing[player_name].gain ~= MORE_GAIN) then
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--print ("-- change stop", set_name, playing[player_name].old_handler)
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minetest.sound_stop(playing[player_name].old_handler)
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playing[player_name].set = nil
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playing[player_name].handler = nil
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playing[player_name].gain = nil
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else
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ok = false -- sound set still playing, skip new sound
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end
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end
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-- set random chance and reset seed
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chance = random(1, 1000)
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math.randomseed(tod + chance)
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-- if chance is lower than set frequency then select set
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if ok and set_name and chance < sound_sets[set_name].frequency then
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-- choose random sound from set
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number = random(#sound_sets[set_name].sounds)
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ambience = sound_sets[set_name].sounds[number]
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-- play sound
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handler = minetest.sound_play(ambience.name, {
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to_player = player_name,
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gain = ((ambience.gain or 0.3) + (MORE_GAIN or 0)) * SOUNDVOLUME,
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pitch = ambience.pitch or 1.0
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}, ambience.ephemeral)
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--print ("playing... " .. ambience.name .. " (" .. chance .. " < "
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-- .. sound_sets[set_name].frequency .. ") @ ", MORE_GAIN, handler)
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-- only continue if sound playing returns handler
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if handler then
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--print("-- current handler", handler)
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-- set what player is currently listening to
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playing[player_name] = {
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set = set_name, gain = MORE_GAIN,
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handler = handler, old_handler = handler
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}
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-- set timer to stop sound
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minetest.after(ambience.length, function()
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--print("-- after", set_name, handler)
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-- make sure we are stopping same sound we started
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if playing[player_name]
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and playing[player_name].handler
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and playing[player_name].old_handler == handler then
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--print("-- timed stop", set_name, handler)
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--minetest.sound_stop(playing[player_name].handler)
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minetest.sound_stop(handler)
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-- reset player variables and backup handler
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playing[player_name] = {
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set = nil, gain = nil,
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handler = nil, old_handler = nil
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}
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end
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end)
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end
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end
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end
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end)
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-- sound volume command
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minetest.register_chatcommand("svol", {
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params = "<svol>",
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description = "set sound volume (0.1 to 1.0)",
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privs = {server = true},
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func = function(name, param)
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SOUNDVOLUME = tonumber(param) or SOUNDVOLUME
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if SOUNDVOLUME < 0.1 then SOUNDVOLUME = 0.1 end
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if SOUNDVOLUME > 1.0 then SOUNDVOLUME = 1.0 end
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return true, "Sound volume set to " .. SOUNDVOLUME
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end,
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})
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-- music volume command (0 stops music)
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minetest.register_chatcommand("mvol", {
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params = "<mvol>",
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description = "set music volume (0.1 to 1.0)",
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privs = {server = true},
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func = function(name, param)
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MUSICVOLUME = tonumber(param) or MUSICVOLUME
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-- ability to stop music just as it begins
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if MUSICVOLUME == 0 and playing[name].music then
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minetest.sound_stop(playing[name].music)
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end
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if MUSICVOLUME < 0.1 then MUSICVOLUME = 0.1 end
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if MUSICVOLUME > 1.0 then MUSICVOLUME = 1.0 end
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return true, "Music volume set to " .. MUSICVOLUME
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end,
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})
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-- load default sound sets
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dofile(minetest.get_modpath("ambience") .. "/soundsets.lua")
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print("[MOD] Ambience Lite loaded")
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