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- --[[
- Default Sound Sets
- ------------------
- Order is very important when adding a sound set so it will play a certain
- set of sounds before any another.
- --]]
- -- Underwater sounds play when player head is submerged
- ambience.add_set("underwater", {
- frequency = 1000,
- sounds = {
- {name = "scuba", length = 8}
- },
- sound_check = function(def)
- if minetest.registered_nodes[def.head_node]
- and minetest.registered_nodes[def.head_node].groups.water then
- return "underwater"
- end
- end
- })
- -- Splashing sound plays when player walks inside water nodes (if enabled)
- if minetest.settings:get_bool("ambience_water_move") ~= false then
- -- override default water sounds
- minetest.override_item("default:water_source", { sounds = {} })
- minetest.override_item("default:water_flowing", { sounds = {} })
- minetest.override_item("default:river_water_source", { sounds = {} })
- minetest.override_item("default:river_water_flowing", { sounds = {} })
- ambience.add_set("splash", {
- frequency = 1000,
- sounds = {
- {name = "default_water_footstep", length = 2}
- },
- sound_check = function(def)
- if minetest.registered_nodes[def.feet_node]
- and minetest.registered_nodes[def.feet_node].groups.water then
- local control = def.player:get_player_control()
- if control.up or control.down or control.left or control.right then
- return "splash"
- end
- end
- end
- })
- end
- -- check for env_sounds mod, if not found enable water flowing and lava sounds
- if not minetest.get_modpath("env_sounds") then
- -- Water sound plays when near flowing water
- ambience.add_set("flowing_water", {
- frequency = 1000,
- sounds = {
- {name = "waterfall", length = 6}
- },
- nodes = {"default:water_flowing"},
- sound_check = function(def)
- local c = (def.totals["default:water_flowing"] or 0)
- if c > 40 then
- return "flowing_water", 0.5
- elseif c > 5 then
- return "flowing_water"
- end
- end
- })
- -- River sound plays when near flowing river
- ambience.add_set("river", {
- frequency = 1000,
- sounds = {
- {name = "river", length = 4, gain = 0.1}
- },
- nodes = {"default:river_water_flowing"},
- sound_check = function(def)
- local c = (def.totals["default:river_water_flowing"] or 0)
- if c > 20 then
- return "river", 0.5
- elseif c > 5 then
- return "river"
- end
- end
- })
- -- Lava sound plays when near lava
- ambience.add_set("lava", {
- frequency = 1000,
- sounds = {
- {name = "lava", length = 7}
- },
- nodes = {"default:lava_source", "default:lava_flowing"},
- sound_check = function(def)
- local c = (def.totals["default:lava_source"] or 0)
- + (def.totals["default:lava_flowing"] or 0)
- if c > 20 then
- return "lava", 0.5
- elseif c > 5 then
- return "lava"
- end
- end
- })
- else
- print ("[Ambience] found env_sounds, flowing water and lava sounds disabled.")
- end
- -- Only add fire sounds set if flame_sound is disabled or fire redo active
- local flame_sound = minetest.settings:get_bool("flame_sound", true)
- local fire_redo = minetest.get_modpath("fire") and fire.mod and fire.mod == "redo"
- if flame_sound and not fire_redo then
- print ("[Ambience] fire sounds not enabled, already active in fire mod.")
- else
- -- Small fire sound plays when near lower than 9 flames
- ambience.add_set("smallfire", {
- frequency = 1000,
- sounds = {
- {name = "fire_small", length = 6, gain = 0.1}
- },
- nodes = {"fire:basic_flame", "fire:permanent_flame"},
- sound_check = function(def)
- local c = (def.totals["fire:basic_flame"] or 0)
- + (def.totals["fire:permanent_flame"] or 0)
- if c > 5 and c < 9 then
- return "smallfire", 0.5
- elseif c > 0 and c < 9 then
- return "smallfire"
- end
- end
- })
- -- Large fire sound plays when near more than 9 flames
- ambience.add_set("largefire", {
- frequency = 1000,
- sounds = {
- {name = "fire_large", length = 8, gain = 0.4}
- },
- sound_check = function(def)
- -- fire nodes were added in last set, so don't need to be added in this one
- local c = (def.totals["fire:basic_flame"] or 0)
- + (def.totals["fire:permanent_flame"] or 0)
- if c > 20 then
- return "largefire", 0.5
- elseif c > 8 then
- return "largefire"
- end
- end
- })
- end
- -- Beach sounds play when below y-pos 6 and 150+ water source found
- ambience.add_set("beach", {
- frequency = 40,
- sounds = {
- {name = "seagull", length = 4.5, ephemeral = true},
- {name = "beach", length = 13},
- {name = "gull", length = 1, ephemeral = true},
- {name = "beach_2", length = 6}
- },
- nodes = {"default:water_source"},
- sound_check = function(def)
- local c = (def.totals["default:water_source"] or 0)
- if def.pos.y < 6 and def.pos.y > 0 and c > 150 then
- return "beach"
- end
- end
- })
- -- Ice sounds play when 100 or more ice are nearby
- ambience.add_set("ice", {
- frequency = 250,
- sounds = {
- {name = "icecrack", length = 5, gain = 0.7},
- {name = "desertwind", length = 8},
- {name = "wind", length = 9}
- },
- nodes = {"default:ice"},
- sound_check = function(def)
- local c = (def.totals["default:ice"] or 0)
- if c > 100 then
- return "ice"
- end
- end
- })
- -- Desert sounds play when near 150+ desert or normal sand
- ambience.add_set("desert", {
- frequency = 20,
- sounds = {
- {name = "coyote", length = 2.5, ephemeral = true},
- {name = "wind", length = 9},
- {name = "desertwind", length = 8}
- },
- nodes = {"default:desert_sand", "default:sand"},
- sound_check = function(def)
- local c = (def.totals["default:desert_sand"] or 0)
- + (def.totals["default:sand"] or 0)
- if c > 150 and def.pos.y > 10 then
- return "desert"
- end
- end
- })
- -- Cave sounds play when below player position Y -25 and water nearby
- ambience.add_set("cave", {
- frequency = 60,
- sounds = {
- {name = "drippingwater1", length = 1.5, ephemeral = true},
- {name = "drippingwater2", length = 1.5, ephemeral = true},
- {name = "bats", length = 5, ephemeral = true}
- },
- sound_check = function(def)
- local c = (def.totals["default:water_source"] or 0)
- if c > 0 and def.pos.y < -25 then
- return "cave"
- end
- end
- })
- -- Jungle sounds play during day and when around 90 jungletree trunks
- ambience.add_set("jungle", {
- frequency = 200,
- sounds = {
- {name = "jungle_day_1", length = 7},
- {name = "deer", length = 7, ephemeral = true},
- {name = "canadianloon2", length = 14},
- {name = "bird1", length = 11},
- {name = "peacock", length = 2, ephemeral = true}
- },
- nodes = {"default:jungletree"},
- sound_check = function(def)
- local c = (def.totals["default:jungletree"] or 0)
- if def.tod > 0.2 and def.tod < 0.8 and c > 90 then
- return "jungle"
- end
- end
- })
- -- Jungle sounds play during night and when around 90 jungletree trunks
- ambience.add_set("jungle_night", {
- frequency = 200,
- sounds = {
- {name = "jungle_night_1", length = 4, ephemeral = true},
- {name = "jungle_night_2", length = 4, ephemeral = true},
- {name = "deer", length = 7, ephemeral = true},
- {name = "frog", length = 1, ephemeral = true}
- },
- sound_check = function(def)
- -- jungle tree was added in last set, so doesnt need to be added in this one
- local c = (def.totals["default:jungletree"] or 0)
- if (def.tod < 0.2 or def.tod > 0.8) and c > 90 then
- return "jungle_night"
- end
- end
- })
- -- Daytime sounds play during day when around leaves and above ground
- ambience.add_set("day", {
- frequency = 40,
- sounds = {
- {name = "cardinal", length = 3, ephemeral = true},
- {name = "craw", length = 3, ephemeral = true},
- {name = "bluejay", length = 6, ephemeral = true},
- {name = "robin", length = 4, ephemeral = true},
- {name = "bird1", length = 11},
- {name = "bird2", length = 6, ephemeral = true},
- {name = "crestedlark", length = 6, ephemeral = true},
- {name = "peacock", length = 2, ephemeral = true},
- {name = "wind", length = 9}
- },
- nodes = {"group:leaves"},
- sound_check = function(def)
- -- we used group:leaves but still need to specify actual nodes for total
- local c = (def.totals["default:leaves"] or 0)
- + (def.totals["default:bush_leaves"] or 0)
- + (def.totals["default:pine_needles"] or 0)
- + (def.totals["default:aspen_leaves"] or 0)
- if (def.tod > 0.2 and def.tod < 0.8)
- and def.pos.y > -10
- and c > 5 then
- return "day"
- end
- end
- })
- -- Nighttime sounds play at night when above ground near leaves
- ambience.add_set("night", {
- frequency = 40,
- sounds = {
- {name = "hornedowl", length = 2, ephemeral = true},
- {name = "wolves", length = 4, gain = 0.4, ephemeral = true},
- {name = "cricket", length = 6, ephemeral = true},
- {name = "deer", length = 7, ephemeral = true},
- {name = "frog", length = 1, ephemeral = true}
- },
- sound_check = function(def)
- -- leaves were added in last set, so don't need to be added to this one
- local c = (def.totals["default:leaves"] or 0)
- + (def.totals["default:bush_leaves"] or 0)
- + (def.totals["default:pine_needles"] or 0)
- + (def.totals["default:aspen_leaves"] or 0)
- if (def.tod < 0.2 or def.tod > 0.8)
- and def.pos.y > -10
- and c > 5 then
- return "night"
- end
- end
- })
- -- Winds play when player is above 50 y-pos or near 150+ snow blocks
- ambience.add_set("high_up", {
- frequency = 40,
- sounds = {
- {name = "desertwind", length = 8},
- {name = "wind", length = 9}
- },
- nodes = {"default:snowblock"},
- sound_check = function(def)
- local c = (def.totals["default:snowblock"] or 0)
- if def.pos.y > 50 or c > 150 then
- return "high_up"
- end
- end
- })
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