gen_music/init.lua

367 lines
8.7 KiB
Lua

-- Game Sounds `gen_music'
-- By James Stevenson (C) 2017
-- GPL3+
gen_music = {}
local se = minetest.request_insecure_environment()
local settings = minetest.settings
local show_st = settings:get_bool("show_sound_travelers")
gen_music.songs = {}
local mod_name = minetest.get_current_modname()
local mod_path = minetest.get_modpath(mod_name)
local world_path = minetest.get_worldpath()
local function load_songs()
local input = io.open(mod_path .. "/songs.txt", "r")
local input_wd = io.open(mod_path .. "/songs.txt", "r")
if not input and
not input_wd then
return
end
local songs = {}
local fn = input:read("*l")
while fn do
songs[#songs + 1] = fn
fn = input:read("*l")
end
io.close(input)
local fn_wd = input_wd:read("*l")
while fn_wd do
songs[#songs + 1] = fn_wd
fn_wd = input_wd:read("*l")
end
io.close(input_wd)
for i = 1, #songs do
local song_name = songs[i]
local song = io.open(mod_path .. "/" .. song_name, "r") or
io.open(world_path .. "/" .. song_name, "r")
if not song then
print("[" .. mod_name .. "] " .. song_name .. " not found.")
else
print("[" .. mod_name .. "] " .. "Loading song " .. song_name .. ".")
local ins = song:read("*l"):split()
local seq = {}
local seql = song:read("*l")
while seql do
seq[#seq + 1] = tonumber(seql)
seql = song:read("*l")
end
gen_music.songs[song_name] = {
ins = ins,
seq = seq,
}
io.close(song)
end
end
end
load_songs()
local sounds = {}
for _, nodes in pairs(minetest.registered_nodes) do
for elem, val in pairs(nodes) do
if elem == "sounds" then
for _, spec in pairs(val) do
if not sounds[spec.name] and
spec.name ~= "" then
if not spec.gain then
spec.gain = 0.5
end
sounds[#sounds + 1] = spec
end
end
end
end
end
if minetest.get_modpath("mobs") then
for _, def in pairs(minetest.registered_entities) do
for prop, val in pairs(def) do
if prop == "sounds" then
for sound_type, sound in pairs(val) do
if type(sound) == "string" then
if not sounds[sound] and
sounds[sound] ~= "" then
sounds[#sounds + 1] = {
name = sound,
gain = 0.5
}
end
end
end
end
end
end
end
-- TODO Erase local table, generate based on extra_sounds.txt
local extra_sounds = {
"tnt_ignite",
"tnt_explode",
"tnt_gunpower_burning",
"fire_flint_and_steel",
"fire_extinguish_flame",
"fire_fire",
"default_punch",
"default_dig_oddly_breakable_by_hand",
"default_dug_node",
"player_damage",
"doors_door_open",
"doors_door_close",
"default_chest_open",
"default_chest_close",
}
for i = 1, #extra_sounds do
local n = extra_sounds[i]
if not sounds[n] then
sounds[#sounds + 1] = {
name = extra_sounds[i],
gain = 0.5
}
end
end
local jitter = function(j, p)
local r = math.random()
local s = j * -1
if r > 0.5 then
s = j * 1
if math.random() > r then
return p + (1 * s)
else
return p - (1 * s)
end
elseif math.random() < r then
return p + (1 * s)
else
return p - (1 * s)
end
end
-- Sound Traveler
local ps = function(pos)
if math.random() < 0.8 then
return
end
local s = -1
if math.random() > 0.5 then
s = 1
end
minetest.add_particle({
pos = {
x = jitter(math.random(), math.random() * s + pos.x),
y = jitter(math.random(), math.random() * s + pos.y),
z = jitter(math.random(), math.random() * s + pos.z)
},
velocity = {
x = jitter(math.random(), math.random() * s),
y = jitter(math.random(), math.random() * s),
z = jitter(math.random(), math.random() * s)
},
acceleration = {
x = jitter(math.random(), math.random() * s),
y = jitter(math.random(), math.random() * s),
z = jitter(math.random(), math.random() * s)
},
expirationtime = 1,
size = 2,
texture = "xdecor_glyph" .. math.random(1, 18) .. ".png",
glow = 10,
})
end
local st_textures = {"empty.png"}
local st_on_activate = function(self, staticdata, dtime_s) end
local st_on_step = function(self, dtime) end
if show_st then
print("[" .. mod_name .. "] Showing Sound Travelers")
st_textures = {"default_mese_crystal.png"}
st_on_activate = function(self, staticdata, dtime_s)
self.pos = self.object:get_pos()
end
st_on_step = function(self, dtime)
ps(self.pos)
end
end -- ^ nil these after registry?
minetest.register_entity("gen_music:sound_traveler", {
visual = "sprite",
visual_size = {x = 0.5, y = 0.5},
collisionbox = {0},
physical = false,
textures = st_textures,
on_activate = st_on_activate,
on_step = st_on_step,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
end,
on_death = function(self, killer)
end,
on_rightclick = function(self, clicker)
end,
get_staticdata = function(self)
end,
})
gen_music.gs = function(object, song, loop)
if type(song) == "string" then
song = gen_music.songs[song]
end
if not song then
return
end
local gain = math.random()
if gain > 0.67 then
gain = 0.67
end
local play = minetest.sound_play
local seq = {}
local obj = {}
-- r1
--local prob = math.random()
--if prob < 0.67 then
minetest.after(math.random(), function()
local p_pos = object:get_pos()
if not p_pos then
return
end
p_pos.x = jitter(math.random(), p_pos.x)
p_pos.y = jitter(math.random(), p_pos.y)
p_pos.z = jitter(math.random(), p_pos.z)
local rest = 10
local function play_variable(ensemble)
-- New object.
local obj_idx = #obj + 1
obj[obj_idx] = minetest.add_entity(p_pos,
"gen_music:sound_traveler", "")
local o_pos = obj[obj_idx]:get_pos()
local d = vector.direction(p_pos, o_pos)
d.x = jitter(math.random(), d.x)
d.y = jitter(math.random(), d.y)
d.z = jitter(math.random(), d.z)
obj[obj_idx]:set_velocity(d)
obj[obj_idx]:set_acceleration(d)
-- New sound attached to new object.
local pitch = math.random()
if math.random() > 0.5 or
pitch > 0.66 then
pitch = pitch - 0.5
end
local idx = #seq + 1
local fade = math.random(1)
local n
if not ensemble then
n = "gen_music_rest"
else
n = ensemble[math.random(1, #ensemble)]
end
seq[idx] = play(n, {
gain = gain * 0.1,
pitch = pitch * 1.33,
fade = fade,
object = obj[obj_idx],
})
--print("Starting " .. seq[idx])
if fade == 1 then
minetest.sound_fade(seq[idx], 0.1, gain)
end
end
local score = song.seq
for i = 1, #score do
local e = score[i]
if e == "0" then
minetest.after(math.random(), function()
play_variable()
end)
else
local g = song.ins[e]
if g then
minetest.after(math.random(), function()
play_variable{g}
end)
end
end
end
minetest.after(math.random(), function()
for k, v in pairs(obj) do
v:remove()
end
end)
end)
--end
minetest.after(1 + math.random() + math.random(), function()
for idx = 1, #seq do
minetest.after(math.random(), function()
--print("Stopping " .. seq[idx])
minetest.sound_fade(seq[idx], -0.1, 0.0)
minetest.after(math.random(), function()
minetest.sound_stop(seq[idx])
end)
end)
end
if loop then
if object:is_player() then
local l = object:get_attribute("loop")
if not l or l == "" then
return
end
l = tonumber(l)
object:set_attribute("loop", l - 1)
if l == 0 then
object:set_attribute("loop", nil)
end
minetest.after(math.random() + math.random(), function()
gen_music.gs(object, song, loop)
end)
end
end
end)
end
-- Restrict usage until further testing has been done.
minetest.register_privilege("game_sounds", {
description = "Can use /gs command.",
give_to_singleplayer = true,
give_to_admin = true,
})
minetest.register_chatcommand("gs", {
description = "Play and load game sound sequences.",
params = "[load <file>] [list] [stop] [song <duration>]",
privs = "game_sounds",
func = function(name, param)
param = param:split(" ")
local player = minetest.get_player_by_name(name)
if param[1] == "load" then
-- TODO Mod security.
if param[2] then
-- TODO Check for existence of new songfile to load.
-- If loaded from world_dir, save songs.txt there.
-- If loaded from mod_dir, save to songs.txt there.
if not se then
return true, "`gen_music' is not a trusted mod."
end
local h = se.io.open(mod_path .. "/songs.txt", "a+")
h:write(param[2] .. "\n")
print("Loaded song " .. param[2] .. ".")
io.close(h)
end
load_songs()
return true, mod_path .. "/songs.txt loaded."
end
if param[1] == "list" then
for song, _ in pairs(gen_music.songs) do
print(song)
end
end
if param[1] == "stop" then
player:set_attribute("loop", nil)
return true, "This may take a moment."
end
local lc = param[2] or 3
player:set_attribute("loop", tonumber(lc))
gen_music.gs(minetest.get_player_by_name(name),
param[1], true)
end,
})