Toggle sound traveler display.
parent
745dd67051
commit
5a915d0c2f
256
init.lua
256
init.lua
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@ -3,6 +3,8 @@
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-- GPL3+
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gen_music = {}
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local show_st = minetest.settings:get_bool("show_sound_traveler")
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gen_music.songs = {}
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local mod_name = minetest.get_current_modname()
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local mod_path = minetest.get_modpath(mod_name)
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@ -99,7 +101,24 @@ for i = 1, #extra_sounds do
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end
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end
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-- Sound Traveller
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local jitter = function(j, p)
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local r = math.random()
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local s = j * -1
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if r > 0.5 then
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s = j * 1
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if math.random() > r then
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return p + (1 * s)
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else
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return p - (1 * s)
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end
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elseif math.random() < r then
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return p + (1 * s)
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else
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return p - (1 * s)
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end
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end
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-- Sound Traveler
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local ps = function(pos)
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if math.random() < 0.8 then
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return
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@ -110,38 +129,47 @@ local ps = function(pos)
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end
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minetest.add_particle({
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pos = {
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x = math.random() * s + pos.x,
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y = math.random() * s + pos.y,
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z = math.random() * s + pos.z
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x = jitter(math.random(), math.random() * s + pos.x),
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y = jitter(math.random(), math.random() * s + pos.y),
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z = jitter(math.random(), math.random() * s + pos.z)
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},
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velocity = {
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x = math.random() * s,
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y = math.random() * s,
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z = math.random() * s
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x = jitter(math.random(), math.random() * s),
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y = jitter(math.random(), math.random() * s),
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z = jitter(math.random(), math.random() * s)
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},
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acceleration = {
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x = math.random() * s,
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y = math.random() * s,
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z = math.random() * s
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x = jitter(math.random(), math.random() * s),
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y = jitter(math.random(), math.random() * s),
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z = jitter(math.random(), math.random() * s)
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},
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expirationtime = 1,
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size = 2,
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texture = "xdecor_glyph" .. math.random(1, 18) .. ".png",
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glow = 10,
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})
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end
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-- if show_sound_traveller
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minetest.register_entity("gen_music:sound_traveller", {
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local st_textures = {"empty.png"}
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local st_on_activate = function(self, staticdata, dtime_s) end
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local st_on_step = function(self, dtime) end
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if show_st then
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print("Showing Sound Travelers")
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st_textures = {"default_mese_crystal.png"}
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st_on_activate = function(self, staticdata, dtime_s)
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self.pos = self.object:get_pos()
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end
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st_on_step = function(self, dtime)
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ps(self.pos)
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end
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end -- ^ nil these after registry?
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minetest.register_entity("gen_music:sound_traveler", {
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visual = "sprite",
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visual_size = {x = 0.5, y = 0.5},
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collisionbox = {0},
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physical = false,
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textures = {"empty.png"},--default_mese_crystal.png"},
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on_activate = function(self, staticdata, dtime_s)
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--self.pos = self.object:get_pos()
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end,
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on_step = function(self, dtime)
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--ps(self.pos)
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end,
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textures = st_textures,
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on_activate = st_on_activate,
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on_step = st_on_step,
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on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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end,
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on_death = function(self, killer)
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@ -153,8 +181,6 @@ minetest.register_entity("gen_music:sound_traveller", {
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})
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gen_music.gs = function(object, song, loop)
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-- TODO Generate random sequence and ensemble based on
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-- found sounds, and extra_sounds.txt.
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if type(song) == "string" then
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song = gen_music.songs[song]
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end
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@ -169,121 +195,85 @@ gen_music.gs = function(object, song, loop)
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local play = minetest.sound_play
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local seq = {}
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local obj = {}
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if math.random() < 0.67 then
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minetest.after(math.random(), function()
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local p_pos = object:get_pos()
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if not p_pos then
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return
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end
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local jitter = function(j, p)
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local r = math.random()
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local s = j * -1
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if r > 0.5 then
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s = j * 1
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if math.random() > r then
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return p + (1 * s)
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else
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return p - (1 * s)
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end
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elseif math.random() < r then
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return p + (1 * s)
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else
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return p - (1 * s)
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end
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end
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p_pos.x = jitter(math.random(), p_pos.x)
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p_pos.y = jitter(math.random(), p_pos.y)
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p_pos.z = jitter(math.random(), p_pos.z)
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local function play_variable(ensemble, positional)
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-- New object.
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local obj_idx = #obj + 1
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obj[obj_idx] = minetest.add_entity(p_pos,
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"gen_music:sound_traveller", "")
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local o_pos = obj[obj_idx]:get_pos()
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local d = vector.direction(p_pos, o_pos)
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d.x = jitter(math.random(), d.x)
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d.y = jitter(math.random(), d.y)
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d.z = jitter(math.random(), d.z)
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obj[obj_idx]:set_velocity(d)
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obj[obj_idx]:set_acceleration(d)
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-- New sound attached to new object.
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local pitch = math.random()
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if math.random() > 0.5 or
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pitch > 0.66 then
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pitch = pitch - 0.5
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end
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local idx = #seq + 1
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local fade = math.random(1)
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local n
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if not ensemble then
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n = ""
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else
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n = ensemble[math.random(1, #song)]
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end
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seq[idx] = play(n, {
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gain = gain * 0.1,
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pitch = pitch * 1.33,
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fade = fade,
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object = obj[obj_idx],
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})
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--print("Starting " .. seq[idx])
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if fade == 1 then
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minetest.sound_fade(seq[idx], 0.1, gain)
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end
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end
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local score = song.seq
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for i = 1, #score do
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local e = score[i]
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if e == "0" then
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minetest.after(math.random(), function()
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play_variable()
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end)
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else
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local g = song.ins[e]
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if g then
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minetest.after(math.random(), function()
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play_variable{g}
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end)
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end
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end
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end
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-- `Mese Music' by jas
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--[[
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if math.random() < 0.33 then
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play_variable({"phit", "phit", "phit", "phit"})
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minetest.after(math.random(), function()
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play_variable({"phit", "phit", "walkie_blip", "xdecor_enchanting", "mobs_spell"}, true)
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end)
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end
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if math.random() > 0.33 then
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minetest.after(math.random(), function()
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play_variable({"walkie_blip", "walkie_blip", "phit"}, true)
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end)
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end
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if math.random() > 0.5 then
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minetest.after(math.random(), function()
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play_variable({"xdecor_enchanting", "phit", "walkie_blip"}, false)
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end)
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end
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--]]
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minetest.after(math.random(), function()
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for k, v in pairs(obj) do
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v:remove()
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end
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end)
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end)
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end
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-- r1
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--local prob = math.random()
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--if prob < 0.67 then
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minetest.after(math.random(), function()
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local p_pos = object:get_pos()
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if not p_pos then
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return
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end
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p_pos.x = jitter(math.random(), p_pos.x)
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p_pos.y = jitter(math.random(), p_pos.y)
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p_pos.z = jitter(math.random(), p_pos.z)
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local function play_variable(ensemble)
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-- New object.
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local obj_idx = #obj + 1
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obj[obj_idx] = minetest.add_entity(p_pos,
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"gen_music:sound_traveler", "")
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local o_pos = obj[obj_idx]:get_pos()
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local d = vector.direction(p_pos, o_pos)
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d.x = jitter(math.random(), d.x)
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d.y = jitter(math.random(), d.y)
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d.z = jitter(math.random(), d.z)
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obj[obj_idx]:set_velocity(d)
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obj[obj_idx]:set_acceleration(d)
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-- New sound attached to new object.
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local pitch = math.random()
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if math.random() > 0.5 or
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pitch > 0.66 then
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pitch = pitch - 0.5
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end
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local idx = #seq + 1
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local fade = math.random(1)
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local n
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if not ensemble then
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n = ""
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else
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n = ensemble[math.random(1, #song)]
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end
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seq[idx] = play(n, {
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gain = gain * 0.1,
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pitch = pitch * 1.33,
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fade = fade,
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object = obj[obj_idx],
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})
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print("Starting " .. seq[idx])
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if fade == 1 then
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minetest.sound_fade(seq[idx], 0.1, gain)
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end
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end
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local score = song.seq
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for i = 1, #score do
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local e = score[i]
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if e == "0" then
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minetest.after(math.random(), function()
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play_variable()
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end)
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else
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local g = song.ins[e]
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if g then
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minetest.after(math.random(), function()
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play_variable{g}
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end)
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end
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end
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end
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minetest.after(math.random(), function()
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for k, v in pairs(obj) do
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v:remove()
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end
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end)
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end)
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--end
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minetest.after(1 + math.random() + math.random(), function()
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for idx = 1, #seq do
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minetest.after(math.random(), function()
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--print("Stopping " .. seq[idx])
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print("Stopping " .. seq[idx])
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minetest.sound_fade(seq[idx], -0.1, 0.0)
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minetest.after(math.random(), function()
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minetest.sound_stop(seq[idx])
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