Fix steam engine sound playing forever (H#121)

master
ywang 2019-11-27 10:20:37 +01:00 committed by orwell96
parent 5497aaaa8b
commit c15985883c
1 changed files with 16 additions and 7 deletions

View File

@ -5,6 +5,9 @@ else
S = function(s,a,...)a={a,...}return s:gsub("@(%d+)",function(n)return a[tonumber(n)]end)end
end
-- length of the steam engine loop sound
local SND_LOOP_LEN = 5
advtrains.register_wagon("newlocomotive", {
mesh="advtrains_engine_steam.b3d",
textures = {"advtrains_engine_steam.png"},
@ -111,14 +114,20 @@ advtrains.register_wagon("detailed_steam_engine", {
self.object:set_animation({x=1,y=80}, advtrains.abs_ceil(velocity)*15, 0, true)
self.old_anim_velocity=advtrains.abs_ceil(velocity)
end
if velocity > 0 and not self.sound_loop_handle then
self.sound_loop_handle = minetest.sound_play({name="advtrains_steam_loop", gain=2}, {object = self.object, loop=true})
elseif velocity==0 then
if self.sound_loop_handle then
minetest.sound_stop(self.sound_loop_handle)
self.sound_loop_handle = nil
end,
custom_on_step=function(self, dtime)
if self:train().velocity > 0 then -- First make sure that the train isn't standing
if not self.sound_loop_tmr or self.sound_loop_tmr <= 0 then
-- start the sound if it was never started or has expired
self.sound_loop_handle = minetest.sound_play({name="advtrains_steam_loop", gain=2}, {object=self.object})
self.sound_loop_tmr = SND_LOOP_LEN
end
end
--decrease the sound timer
self.sound_loop_tmr = self.sound_loop_tmr - dtime
else
-- If the train is standing, the sound will be stopped in some time. We do not need to interfere with it.
self.sound_loop_tmr = nil
end
end,
custom_on_activate = function(self, staticdata_table, dtime_s)
minetest.add_particlespawner({