diff --git a/mods/ambience/README.md b/mods/ambience/README.md new file mode 100644 index 00000000..d29a1d52 --- /dev/null +++ b/mods/ambience/README.md @@ -0,0 +1,4 @@ +# ambience_ultralite +Mod that adds environment sounds in Minetest. + +Stripped version of Immersive Sounds .36 mod by Neuromancer and TenPlus1. \ No newline at end of file diff --git a/mods/ambience/depends.txt b/mods/ambience/depends.txt new file mode 100644 index 00000000..4ad96d51 --- /dev/null +++ b/mods/ambience/depends.txt @@ -0,0 +1 @@ +default diff --git a/mods/ambience/init.lua b/mods/ambience/init.lua new file mode 100644 index 00000000..cf5070f9 --- /dev/null +++ b/mods/ambience/init.lua @@ -0,0 +1,228 @@ +--= Ambience lite by TenPlus1 (2nd March 2015) +--= modified by kilbith (2015) + +local max_frequency_all = 1000 -- larger number means more frequent sounds (10-1000) +local SOUNDVOLUME = 1 +local volume = 0.3 +local ambiences +local played_on_start = false +local tempy = {} + +-- sound sets +local night = { + handler = {}, frequency = 40, + {name="hornedowl", length=2.5}, + {name="cricket", length=6} +} +local day = { + handler = {}, frequency = 40, + {name="robin", length=4.5}, + {name="bird1", length=11.5}, + {name="bird2", length=6.5} +} +local air_high = { + handler = {}, frequency = 20, + {name="craw", length=3.5} +} +local cave = { + handler = {}, frequency = 60, + {name="drippingwater1", length=1.5}, + {name="drippingwater2", length=1.5} +} +local beach = { + handler = {}, frequency = 80, + {name="seagull", length=4.5}, + {name="wind", length=9.5} +} +local desert = { + handler = {}, frequency = 20, + {name="desertwind", length=8.5} +} +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} +} + +-- 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 + + -- this may seem messy but is faster than checking each area separately for specific nodes + local num_lava, num_water_source, num_water_flowing, num_desert = 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}, + {"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 == "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) + + 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 < -10 then + return {cave=cave} + end + + if pos.y > 60 then + return {air_high=air_high} + 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 = volume * SOUNDVOLUME + 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=SOUNDVOLUME}) + 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.air_high then stop_sound(air_high, player) end + if not still_playing.cave then stop_sound(cave, 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 +end + +-- player routine +local timer = 0 +minetest.register_globalstep(function(dtime) + timer = timer + dtime + + -- every 1 second + if timer < 1 then return end + timer = 0 + + 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) + + 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=SOUNDVOLUME}) + end + play_sound(player, ambience, math.random(1, #ambience)) + end + end + + end +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) + SOUNDVOLUME = param + minetest.chat_send_player(name, "Sound volume set.") + end, +})