-------------------------------------------------------------------------------------------------------- --Ambience Configuration for version .34 --Added Faraway & Ethereal by Amethystium --find out why wind stops while flying --add an extra node near feet to handle treading water as a special case, and don't have to use node under feet. which gets --invoked when staning on a ledge near water. --reduce redundant code (stopplay and add ambience to list) local max_frequency_all = 8000 --the larger you make this number the less frequent ALL sounds will happen recommended values between 100-2000. --for frequencies below use a number between 0 and max_frequency_all --for volumes below, use a number between 0.0 and 1, the larger the number the louder the sounds local night_frequency = 85 --crickets local night_volume = 0.4 local night_frequent_frequency = 160 --owls, wolves, crows local night_frequent_volume = 0.7 local day_frequency = 70 --misc birds local day_volume = 0.4 local day_frequent_frequency = 200 --robin, bluejay, cardinal local day_frequent_volume = 0.18 local cave_frequency = 6 --about every 5 minutes, scary cave sounds local cave_volume = 0.9 local cave_frequent_frequency = 150 --drops of water dripping local cave_frequent_volume = 0.8 local beach_frequency = 150 --seagulls local beach_volume = 0.4 local beach_frequent_frequency = max_frequency_all --waves local beach_frequent_volume = 0.3 local water_frequent_frequency = max_frequency_all --water sounds local water_frequent_volume = 0.6 local desert_frequency = 20 --coyote local desert_volume = 0.6 local desert_frequent_frequency = max_frequency_all --desertwind local desert_frequent_volume = 0.6 local swimming_frequent_frequency = 0 --swimming splashes local swimming_frequent_volume = 0 local water_surface_volume = 0 -- sloshing water local lava_volume = 1 --lava local flowing_water_volume = 0.4 --waterfall local splashing_water_volume = 0.4 local pos, minp, maxp, temp, humid, nodes, height, minheight, grad, yint, desert_in_range, node_at_upper_body --End of Config ---------------------------------------------------------------------------------------------------- local ambiences local counter=0--***************** local SOUNDVOLUME = 0.5 local sound_vol = 1 local last_x_pos = 0 local last_y_pos = 0 local last_z_pos = 0 local node_under_feet local node_at_upper_body local node_at_lower_body local node_3_under_feet local night = { name = "night", handler = {}, fading = {}, started = {}, --on_start = "horned_owl", frequency = night_frequency, {name="Crickets_At_NightCombo", length=47, gain=night_frequent_volume}, } local night_frequent = { name = "night_frequent", handler = {}, fading = {}, started = {}, frequency = night_frequent_frequency, {name="horned_owl", length=3, gain=night_volume}, {name="Wolves_Howling", length=11, gain=night_volume}, {name="craw", length=3, gain=night_volume}, } local day = { name = "day", handler = {}, fading = {}, started = {}, --on_start = "Best_Cardinal_Bird", frequency = day_frequency, {name="birdsongnl", length=13, gain=day_frequent_volume}, {name="bird", length=30, gain=day_frequent_volume}, } local day_frequent = { name = "day_frequent", handler = {}, fading = {}, started = {}, frequency = day_frequent_frequency, {name="robin2", length=16, gain=day_frequent_volume}, {name="bluejay", length=18, gain=day_frequent_volume}, {name="Best_Cardinal_Bird", length=4, gain=day_frequent_volume}, } --[[local swimming_frequent = { handler = {}, frequency = 0, {name="water_swimming_splashing_breath", length=11.5, gain=swimming_frequent_volume}, {name="water_swimming_splashing", length=9, gain=swimming_frequent_volume} }]] local cave = { name = "cave", handler = {}, fading = {}, started = {}, frequency = cave_frequency, {name="cave_scary_1", length=10, gain=cave_volume}, {name="cave_scary_2", length=21, gain=cave_volume}, {name="cave_scary_3", length=5, gain=cave_volume}, {name="cave_scary_4", length=9, gain=cave_volume}, {name="cave_scary_5", length=6, gain=cave_volume}, {name="cave_scary_6", length=31, gain=cave_volume}, {name="cave_scary_7", length=11, gain=cave_volume}, {name="cave_scary_8", length=11, gain=cave_volume}, {name="cave_scary_9", length=6, gain=cave_volume}, {name="cave_scary_10", length=17, gain=cave_volume}, {name="cave_scary_11", length=51, gain=cave_volume}, {name="cave_scary_12", length=18, gain=cave_volume}, {name="cave_scary_13", length=34, gain=cave_volume}, {name="cave_scary_14", length=7, gain=cave_volume}, {name="cave_scary_15", length=6, gain=cave_volume}, {name="cave_scary_16", length=5, gain=cave_volume}, {name="cave_scary_17", length=8, gain=cave_volume}, {name="cave_scary_18", length=7, gain=cave_volume}, {name="cave_scary_19", length=7, gain=cave_volume}, {name="cave_scary_20", length=13, gain=cave_volume}, {name="cave_scary_21", length=20, gain=cave_volume}, {name="cave_scary_22", length=6, gain=cave_volume}, } local cave_frequent = { name = "cave_frequent", handler = {}, fading = {}, started = {}, frequency = cave_frequent_frequency, {name="drippingwater_drip_a", length=2, gain=cave_frequent_volume}, {name="drippingwater_drip_b", length=2, gain=cave_frequent_volume}, {name="drippingwater_drip_c", length=2, gain=cave_frequent_volume}, {name="Single_Water_Droplet", length=3, gain=cave_frequent_volume}, {name="Spooky_Water_Drops", length=7, gain=cave_frequent_volume}, {name="cave_dust_fall", length=3, gain=cave_frequent_volume}, {name="cave_crumble_2", length=3, gain=cave_frequent_volume}, {name="cave_crumble_10", length=2, gain=cave_frequent_volume}, {name="cave_crumble_12", length=2, gain=cave_frequent_volume}, } local beach = { name = "beach", handler = {}, fading = {}, started = {}, frequency = beach_frequency, {name="seagull", length=4.5, gain=beach_volume} } local beach_frequent = { name = "beach_frequent", handler = {}, fading = {}, started = {}, frequency = beach_frequent_frequency, {name="ambience_soundscape_beach", length=170, gain=beach_frequent_volume} } local desert = { name = "desert", handler = {}, fading = {}, started = {}, frequency = desert_frequency, {name="coyote2", length=2.5, gain=desert_volume}, {name="RattleSnake", length=8, gain=desert_volume} } local desert_frequent = { name = "desert_frequent", handler = {}, fading = {}, started = {}, frequency = desert_frequent_frequency, {name="DesertMonolithMed", length=34.5, gain=desert_frequent_volume} } --[[ local flying = { handler = {}, frequency = 8000, on_start = "nothing_yet", on_stop = "nothing_yet", {name="ComboWind", length=17, gain=1} } local water = { handler = {}, frequency = 0,--dolphins dont fit into small lakes {name="dolphins", length=6, gain=1}, {name="dolphins_screaming", length=16.5, gain=1} } ]] local water_frequent = { name = "water_frequent", handler = {}, fading = {}, started = {}, gain = water_frequent_volume, frequency = water_frequent_frequency, on_stop = "drowning_gasp", --on_start = "Splash", {name="scuba1bubbles", length=11, gain=water_frequent_volume}, {name="scuba1calm", length=10, gain=water_frequent_volume}, --not sure why but sometimes I get errors when setting gain=water_frequent_volume here. {name="scuba1calm2", length=8.5, gain=water_frequent_volume}, {name="scuba1interestingbubbles", length=11, gain=water_frequent_volume}, {name="scuba1tubulentbubbles", length=10.5, gain=water_frequent_volume} } --[[ local water_surface = { handler = {}, frequency = max_frequency_all, {name="lake_waves_2_calm", length=9.5, gain=water_surface_volume}, {name="lake_waves_2_variety", length=13.1, gain=water_surface_volume} } local splashing_water = { handler = {}, frequency = 0, {name="Splash_disabled_too_buggy", length=1.22, gain=splashing_water_volume} } local flowing_water = { handler = {}, frequency = 0, {name="small_waterfall_disabled_too_buggy", length=14, gain=flowing_water_volume} } local flowing_water2 = { handler = {}, frequency = 0, {name="small_waterfall_disabled_too_buggy", length=11, gain=flowing_water_volume} }]] local lava = { name = "lava", handler = {}, fading = {}, started = {}, gain = lava_volume, frequency = max_frequency_all, {name="earth01a", length=20, gain=lava_volume} } local lava2 = { name = "lava2", handler = {}, fading = {}, started = {}, gain = lava_volume, frequency = max_frequency_all, {name="earth01a", length=15, gain=lava_volume} } local play_music = false local is_daytime = function() return (minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8) end local nodes_in_range = function(pos, search_distance, node_name) minp = {x=pos.x-search_distance,y=pos.y-search_distance, z=pos.z-search_distance} maxp = {x=pos.x+search_distance,y=pos.y+search_distance, z=pos.z+search_distance} nodes = minetest.env:find_nodes_in_area(minp, maxp, node_name) --minetest.chat_send_all("Found (" .. node_name .. ": " .. #nodes .. ")") return #nodes end local nodes_in_coords = function(minp, maxp, node_name) nodes = minetest.find_nodes_in_area(minp, maxp, node_name) --minetest.chat_send_all("Found (" .. node_name .. ": " .. #nodes .. ")") return #nodes end local atleast_nodes_in_grid = function(minp, maxp, node_name, threshold) --counter = counter +1 -- minetest.chat_send_all("counter: (" .. counter .. ")") height = maxp.y minheight = minp.y local totalnodes = 0 local nodes while height >= minheight do minp.y = height maxp.y = height nodes = minetest.find_nodes_in_area(minp, maxp, node_name) -- minetest.chat_send_all("z+Found (" .. node_name .. ": " .. #nodes .. ")") height = height - 1 if #nodes >= threshold then return true end totalnodes = totalnodes + #nodes if totalnodes >= threshold then return true end end return false end local humidmap = nil local tempmap = nil local function is_skylit(pos) if minetest.get_modpath("minetest_systemd") then return (minetestd.utils.get_natural_light(pos) > 0) else return (minetest.get_node_light(pos, 0.5) ~= minetest.get_node_light(pos, 0)) end end local get_ambience = function(player) --[[local player_is_climbing = false local player_is_descending = false local player_is_moving_horiz = false local standing_in_water = false]] local pos = player:getpos() local skylit = is_skylit(pos) node_at_upper_body = minetest.registered_nodes[minetest.get_node(vector.add(pos, {x=0,y=1.2,z=0})).name] --Thanks/credit to the snowdrift mod for these calculations. humidmap = humidmap or minetest.get_perlin({ offset = 50, scale = 50, spread = {x = 1000, y = 1000, z = 1000}, seed = 842, octaves = 3, persist = 0.5, lacunarity = 2.0, flags = "defaults" }) tempmap = tempmap or minetest.get_perlin({ offset = 50, scale = 50, spread = {x = 1000, y = 1000, z = 1000}, seed = 5349, octaves = 3, persist = 0.5, lacunarity = 2.0, flags = "defaults" }) temp = tempmap:get2d({x = math.floor(pos.x+0.5), y = math.floor(pos.z+0.5)}) - pos.y*(20 / 90) humid = humidmap:get2d({x = math.floor(pos.x+0.5), y = math.floor(pos.z+0.5)}) if node_at_upper_body and node_at_upper_body.liquidtype ~= "none" then if music then return {water_frequent=water_frequent, music=music} else return {water_frequent=water_frequent} end end if nodes_in_range(pos, 7, "default:lava_flowing")>5 or nodes_in_range(pos, 7, "default:lava_source")>5 or nodes_in_range(pos, 7, "dfcaverns:mantle_flowing")>5 or nodes_in_range(pos, 7, "dfcaverns:mantle_source")>5 then if music then return {lava=lava, music=music} else return {lava=lava} end end --if we are near sea level and there is lots of water around the area if pos.y > -10 and pos.y < 32 and atleast_nodes_in_grid({x=pos.x-21, y=-10, z=pos.z-21}, {x=pos.x+21, y=1, z=pos.z+21}, "default:water_source", 140 ) then if temp > 30 then --Frozen = no seagulls if music then return {beach=beach, beach_frequent=beach_frequent, music=music} else return {beach=beach, beach_frequent=beach_frequent} end else if music then return {beach_frequent=beach_frequent, music=music} else return {beach_frequent=beach_frequent} end end end --[[if standing_in_water then if music then return {water_surface=water_surface, music=music} else return {water_surface} end end]] grad = 14 / 95 yint = 1496 / 95 desert_in_range = pos.y > -32 and humid - grad * temp < yint if desert_in_range then if music then return {desert=desert, desert_frequent=desert_frequent, music=music} else return {desert=desert, desert_frequent=desert_frequent} end end if pos.y > 128 and pos.y < 1000 and skylit then -- Play desert wind at really high altitude for an icy wind effect if music then return {desert_frequent=desert_frequent, music=music} else return {desert_frequent=desert_frequent} end end -- pos.y = pos.y-2 -- nodename = minetest.env:get_node(pos).name -- minetest.chat_send_all("Found " .. nodename .. pos.y ) if player:getpos().y < 0 and not skylit then if music then return {cave=cave, cave_frequent=cave_frequent, music=music} else return {cave=cave, cave_frequent=cave_frequent} end end if skylit and temp > 30 then if is_daytime() then if music then return {day=day, day_frequent=day_frequent, music=music} else return {day=day, day_frequent=day_frequent} end else if music then return {night=night, night_frequent=night_frequent, music=music} else return {night=night, night_frequent=night_frequent} end end end if music then return {music=music} else return {} end end -- start playing the sound, set the handler and delete the handler after sound is played local play_sound = function(player, list, number, is_music) local ambience_player_name = player:get_player_name() if list.handler[ambience_player_name] == nil then local gain = 1.0 if list[number].gain ~= nil then if is_music then gain = list[number].gain*MUSICVOLUME --minetest.chat_send_all("gain music: " .. gain ) else gain = list[number].gain*SOUNDVOLUME --minetest.chat_send_all("gain sound: " .. gain ) end end local handler = minetest.sound_play(list[number].name, {to_player=ambience_player_name, gain=gain}) if handler ~= nil then list.handler[ambience_player_name] = handler minetest.after(list[number].length, function(args) local list = args[1] local ambience_player_name = args[2] if list.handler[ambience_player_name] ~= nil then minetest.sound_stop(list.handler[ambience_player_name]) list.handler[ambience_player_name] = nil end end, {list, ambience_player_name}) end end end local fade_out_sound = function(list, name) if not list.fading[name] then list.fading[name] = list[1].gain if list.on_stop ~= nil then minetest.sound_play(list.on_stop, {to_player=name,gain=SOUNDVOLUME}) end elseif list.fading[name] > 0 then list.fading[name] = list.fading[name] - (list[1].gain/4) --minetest.chat_send_all("fading "..list.name.." "..list.fading[name]) minetest.sound_fade(list.handler[name], -(list[1].gain/8), math.max(0, list.fading[name])) if list.fading[name] <= 0 then minetest.after(0.25, function(list, name) --minetest.chat_send_all("stopping "..list.name.." "..(list.fading[name] or "nil")) if list.handler[name] then minetest.sound_stop(list.handler[name]) end list.handler[name] = nil list.fading[name] = nil end, list, name) end end end minetest.register_on_leaveplayer(function(player) local ambience_player_name = player:get_player_name() local lists = { cave, cave_frequent, beach, beach_frequent, desert, desert_frequent, night, night_frequent, day, day_frequent, lava, lava2, water_frequent } for _,list in pairs(lists) do if list.handler[ambience_player_name] ~= nil then list.handler[ambience_player_name] = nil end if list.fading[ambience_player_name] ~= nil then list.fading[ambience_player_name] = nil end end end) -- stops all sounds that are not in still_playing local stop_sound = function(still_playing, player, dtime) local ambience_player_name = player:get_player_name() local lists = { cave, cave_frequent, beach, beach_frequent, desert, desert_frequent, night, night_frequent, day, day_frequent, lava, lava2, water_frequent } for _,list in pairs(lists) do if still_playing[list.name] == nil then --minetest.log('line 556') if list.handler[ambience_player_name] ~= nil then --minetest.log('line 558') fade_out_sound(list, ambience_player_name, dtime) end list.started[ambience_player_name] = nil elseif list.handler[ambience_player_name] and list.fading[ambience_player_name] --Un-fade the sound if it started to fade out for some reason and list.fading[ambience_player_name] > 0 --Don't rescue sounds that are too far gone then --minetest.chat_send_all("reamplifying "..list.name.." to "..list[1].gain) minetest.sound_fade(list.handler[ambience_player_name], (list[1].gain/4), list[1].gain) list.fading[ambience_player_name] = nil end end end local timer = 0 minetest.register_globalstep(function(dtime) timer = timer+dtime if timer < 0.5 then return end timer = 0 for _,player in ipairs(minetest.get_connected_players()) do ambiences = get_ambience(player) for _,ambience in pairs(ambiences) do if (ambience.on_start ~= nil) and not ambience.started[player:get_player_name()] then minetest.sound_play(ambience.on_start, {to_player=player:get_player_name(),gain=SOUNDVOLUME}) ambience.started[player:get_player_name()] = true end end stop_sound(ambiences, player) --minetest.log("ambiences is "..dump(ambiences)) for _,ambience in pairs(ambiences) do --minetest.log("max_frequency_all is "..dump(max_frequency_all)) --minetest.log("ambience is "..dump(ambience)) if math.random(1, max_frequency_all) <= ambience.frequency then -- if(played_on_start) then -- -- minetest.chat_send_all("playedOnStart " ) -- else -- -- minetest.chat_send_all("FALSEplayedOnStart " ) -- end -- minetest.chat_send_all("ambience: " ..ambience ) -- if ambience.on_start ~= nil and played_on_start_flying == false then -- played_on_start_flying = true -- minetest.sound_play(ambience.on_start, {to_player=player:get_player_name()}) -- end local is_music =false if ambience.is_music ~= nil then is_music = true end play_sound(player, ambience, math.random(1, #ambience),is_music) end end end end ) minetest.register_chatcommand("svol", { params = "", description = "set volume of ambiance, default 0.5 normal volume.", privs = {server=true}, func = function(name, param) SOUNDVOLUME = param -- local player = minetest.env:get_player_by_name(name) -- ambiences = get_ambience(player) -- stop_sound({}, player) minetest.chat_send_player(name, "Sound volume set.") end, })