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--------------------------------------------------------------------------------------------------------
--Ambience Configuration for version .34
--Added Faraway & Ethereal by Amethystium
--Working on:
--removing magic leap when not enough air under feet.
--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 = 1000 --the larger you make this number the lest 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 = 20 --owls, wolves
local night_volume = 0.9
local night_frequent_frequency = 150 --crickets
local night_frequent_volume = 0.9
local day_frequency = 80 --crow, bluejay, cardinal
local day_volume = 0.9
local day_frequent_frequency = 250 --crow, bluejay, cardinal
local day_frequent_volume = 0.18
local cave_frequency = 10 --bats
local cave_volume = 0.5
local cave_frequent_frequency = 25 --drops of water dripping
local cave_frequent_volume = 1.0
local beach_frequency = 20 --seagulls
local beach_volume = 1.0
local beach_frequent_frequency = 1000 --waves
local beach_frequent_volume = 1.0
local water_frequent_frequency = 1000 --water sounds
local water_frequent_volume = 1.0
local desert_frequency = 20 --coyote
local desert_volume = 1.0
local desert_frequent_frequency = 700 --desertwind
local desert_frequent_volume = 1.0
local swimming_frequent_frequency = 1000 --swimming splashes
local swimming_frequent_volume = 1.0
local water_surface_volume = 1.0 -- sloshing water
local flowing_water_volume = .4 --waterfall
local splashing_water_volume = 1
local music_frequency = 7 --music (suggestion: keep this one low like around 6)
local music_volume = 0.3
--End of Config
----------------------------------------------------------------------------------------------------
local ambiences
local counter=0--*****************
local SOUNDVOLUME = 1
local MUSICVOLUME = 1
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 played_on_start = false
--- Advanced lava ambience
-- Global namespace for functions
magma_sound = {}
-- 'Enable magma sound' setting
local magma_enabled = minetest.settings:get_bool("enable_magma_sound")
if magma_enabled == nil then
-- enable_fire setting not specified, check for disable_fire
local magma_disabled = minetest.settings:get_bool("disable_magma_sound")
if magma_disabled == nil then
-- Neither setting specified, check whether singleplayer
magma_enabled = minetest.is_singleplayer()
else
magma_enabled = not magma_disabled
end
end
local lava_sound = minetest.settings:get_bool("lava_sound")
if lava_sound == nil then
-- Enable if no setting present
lava_sound = true
end
if lava_sound then
local handles = {}
local timer = 0
-- Parameters
local radius = 8 -- Flame node search radius around player
local cycle = 2 -- Cycle time for sound updates
-- Update sound for player
function magma_sound.update_player_sound(player)
local player_name = player:get_player_name()
-- Search for flame nodes in radius around player
local ppos = player:get_pos()
local areamin = vector.subtract(ppos, radius)
local areamax = vector.add(ppos, radius)
local fpos, num = minetest.find_nodes_in_area(
areamin,
areamax,
{"default:lava_source", "default:lava_flowing"}
)
-- Total number of lava_type in radius
local lava_type = (num["default:lava_source"] or 0) +
(num["default:lava_flowing"] or 0)
-- Stop previous sound
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
-- If lava_type
if lava_type > 0 then
-- Find centre of flame positions
local fposmid = fpos[1]
-- If more than 1 flame
if #fpos > 1 then
local fposmin = areamax
local fposmax = areamin
for i = 1, #fpos do
local fposi = fpos[i]
if fposi.x > fposmax.x then
fposmax.x = fposi.x
end
if fposi.y > fposmax.y then
fposmax.y = fposi.y
end
if fposi.z > fposmax.z then
fposmax.z = fposi.z
end
if fposi.x < fposmin.x then
fposmin.x = fposi.x
end
if fposi.y < fposmin.y then
fposmin.y = fposi.y
end
if fposi.z < fposmin.z then
fposmin.z = fposi.z
end
end
fposmid = vector.divide(vector.add(fposmin, fposmax), 2)
end
-- Play sound
local handle = minetest.sound_play(
"lava_amb",
{
pos = fposmid,
to_player = player_name,
gain = math.min(0.06 * (1 + lava_type * 0.125), 0.18),
max_hear_distance = 32,
loop = true, -- In case of lag
}
)
-- Store sound handle for this player
if handle then
handles[player_name] = handle
end
end
end
-- Cycle for updating players sounds
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < cycle then
return
end
timer = 0
local players = minetest.get_connected_players()
for n = 1, #players do
magma_sound.update_player_sound(players[n])
end
end)
-- Stop sound and clear handle on player leave
minetest.register_on_leaveplayer(function(player)
local player_name = player:get_player_name()
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
end)
end
local night = {
handler = {},
frequency = night_frequency,
{name="horned_owl", length=2.8, gain=night_volume},
{name="Wolves_Howling", length=4.4, gain=night_volume}
}
local night_frequent = {
handler = {},
frequency = night_frequent_frequency,
{name="Crickets_At_NightCombo", length=8.25, gain=night_frequent_volume},
{name="Crickets_At_NightCombo", length=5.25, gain=night_frequent_volume*.6}
}
local night_frequent2 = {
handler = {},
frequency = night_frequent_frequency,
{name="Crickets_At_NightCombo", length=8.25, gain=night_frequent_volume*.4}
}
local day_frequent = {
handler = {},
frequency = day_frequent_frequency,
{name="bird", length=13.1, gain=day_frequent_volume}
}
local swimming_frequent = {
handler = {},
frequency = day_frequent_frequency,
{name="water_swimming_splashing", length=9, gain=swimming_frequent_volume}
}
local cave = {
handler = {},
frequency = 1000,
{name="cave_amb", length=60, gain=cave_volume}
}
local cave2 = {
handler = {},
frequency = 1000,
{name="cave_amb", length=60, gain=cave_volume}
}
local cave_frequent = {
handler = {},
frequency = cave_frequent_frequency,
{name="cave_drip1", length=2, gain=cave_frequent_volume},
{name="cave_drip2", length=3, gain=cave_frequent_volume},
{name="cave_drip3", length=7, gain=cave_frequent_volume}
}
local cave_bats = {
handler = {},
frequency = cave_frequency,
{name="cave_bats", length=5, gain=cave_frequent_volume}
}
local desert = {
handler = {},
frequency = desert_frequency,
{name="coyote2", length=2.1, gain=desert_volume}
}
local desert_frequent = {
handler = {},
frequency = desert_frequent_frequency,
{name="DesertMonolithMed", length=15.1, gain=desert_frequent_volume},
{name="DesertMonolithMed", length=14.1, gain=desert_frequent_volume*.5},
}
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 = {
handler = {},
frequency = water_frequent_frequency,
--on_start = "Splash",
{name="scuba1bubbles", length=5.4, 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 = 1000,
on_stop = "Splash",
on_start = "Splash"
}
local splashing_water = {
handler = {},
frequency = 1000,
{name="Splash", length=1.22, gain=splashing_water_volume}
}
local play_music = minetest.setting_getbool("music") or true
local music = {
handler = {},
frequency = music_frequency,
is_music=true,
{name="StrangelyBeautifulShort", length=3*60+.5, gain=music_volume*.7},
{name="AvalonShort", length=2*60+58, gain=music_volume*1.4},
--{name="mtest", length=4*60+33, gain=music_volume},
--{name="echos", length=2*60+26, gain=music_volume},
--{name="FoamOfTheSea", length=1*60+50, gain=music_volume},
{name="eastern_feeling", length=3*60+51, gain=music_volume},
--{name="Mass_Effect_Uncharted_Worlds", length=2*60+29, gain=music_volume},
{name="EtherealShort", length=3*60+4, gain=music_volume*.7},
{name="FarawayShort", length=3*60+5, gain=music_volume*.7},
{name="dark_ambiance", length=44, gain=music_volume}
}
local is_daytime = function()
return (minetest.env:get_timeofday() > 0.2 and minetest.env: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.env: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(pos, search_distance, height, node_name, threshold)
counter = counter +1
-- minetest.chat_send_all("counter: (" .. counter .. ")")
minp = {x=pos.x-search_distance,y=height, z=pos.z+20}
maxp = {x=pos.x+search_distance,y=height, z=pos.z+20}
nodes = minetest.env:find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("z+Found (" .. node_name .. ": " .. #nodes .. ")")
if #nodes >= threshold then
return true
end
totalnodes = #nodes
minp = {x=pos.x-search_distance,y=height, z=pos.z-20}
maxp = {x=pos.x+search_distance,y=height, z=pos.z-20}
nodes = minetest.env:find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("z-Found (" .. node_name .. ": " .. #nodes .. ")")
if #nodes >= threshold then
return true
end
totalnodes = totalnodes + #nodes
maxp = {x=pos.x+20,y=height, z=pos.z+search_distance}
minp = {x=pos.x+20,y=height, z=pos.z-search_distance}
nodes = minetest.env:find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("x+Found (" .. node_name .. ": " .. #nodes .. ")")
if #nodes >= threshold then
return true
end
totalnodes = totalnodes + #nodes
maxp = {x=pos.x-20,y=height, z=pos.z+search_distance}
minp = {x=pos.x-20,y=height, z=pos.z-search_distance}
nodes = minetest.env:find_nodes_in_area(minp, maxp, node_name)
-- minetest.chat_send_all("x+Found (" .. node_name .. ": " .. #nodes .. ")")
if #nodes >= threshold then
return true
end
totalnodes = totalnodes + #nodes
-- minetest.chat_send_all("Found total(" .. totalnodes .. ")")
if totalnodes >= threshold*2 then
return true
end
return false
end
local get_immediate_nodes = function(pos)
pos.y = pos.y-1
node_under_feet = minetest.env:get_node(pos).name
pos.y = pos.y-3
node_3_under_feet = minetest.env:get_node(pos).name
pos.y = pos.y+3
pos.y = pos.y+2.2
node_at_upper_body = minetest.env:get_node(pos).name
pos.y = pos.y-1.19
node_at_lower_body = minetest.env:get_node(pos).name
pos.y = pos.y+0.99
--minetest.chat_send_all("node_under_feet(" .. nodename .. ")")
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()
get_immediate_nodes(pos)
if last_x_pos ~=pos.x or last_z_pos ~=pos.z then
player_is_moving_horiz = true
end
if pos.y > last_y_pos+.5 then
player_is_climbing = true
end
if pos.y < last_y_pos-.5 then
player_is_descending = true
end
last_x_pos =pos.x
last_z_pos =pos.z
last_y_pos =pos.y
if string.find(node_at_upper_body, "default:water") then
if music then
return {water=water, water_frequent=water_frequent, music=music}
else
return {water=water, water_frequent=water_frequent}
end
elseif node_at_upper_body == "air" then
if string.find(node_at_lower_body, "default:water") or string.find(node_under_feet, "default:water") then
--minetest.chat_send_all("bottom counted as water")
--we found air at upperbody, and water at lower body. Now there are 4 possibilities:
--Key: under feet, moving or not
--swimming w, m swimming
--walking in water nw, m splashing
--treading water w, nm sloshing
--standing in water nw, nm beach trumps, then sloshing
if player_is_moving_horiz then
if string.find(node_under_feet, "default:water") then
if music then
return {swimming_frequent=swimming_frequent, music=music}
else
return {swimming_frequent}
end
else --didn't find water under feet: walking in water
if music then
return {splashing_water=splashing_water, music=music}
else
return {splashing_water}
end
end
else--player is not moving: treading water
if string.find(node_under_feet, "default:water") then
if music then
return {water_surface=water_surface, music=music}
else
return {water_surface}
end
else --didn't find water under feet
standing_in_water = true
end
end
end
end
-- minetest.chat_send_all("----------")
-- if not player_is_moving_horiz then
-- minetest.chat_send_all("not moving horiz")
-- else
-- minetest.chat_send_all("moving horiz")
-- end
-- minetest.chat_send_all("nub:" ..node_at_upper_body)
-- minetest.chat_send_all("nlb:" ..node_at_lower_body)
-- minetest.chat_send_all("nuf:" ..node_under_feet)
-- minetest.chat_send_all("----------")
-- if player_is_moving_horiz then
-- minetest.chat_send_all("playermoving")
-- end
-- if player_is_climbing then
-- minetest.chat_send_all("player Climbing")
-- end
-- minetest.chat_send_all("nub:" ..node_at_upper_body)
-- minetest.chat_send_all("nlb:" ..node_at_lower_body)
-- minetest.chat_send_all("nuf:" ..node_under_feet)
-- minetest.chat_send_all("n3uf:" ..node_3_under_feet)
--
local air_or_ignore = {air=true,ignore=true}
minp = {x=pos.x-3,y=pos.y-4, z=pos.z-3}
maxp = {x=pos.x+3,y=pos.y-1, z=pos.z+3}
local air_under_player = nodes_in_coords(minp, maxp, "air")
local ignore_under_player = nodes_in_coords(minp, maxp, "ignore")
air_plus_ignore_under = air_under_player + ignore_under_player
-- minetest.chat_send_all("airUnder:" ..air_under_player)
-- minetest.chat_send_all("ignoreUnder:" ..ignore_under_player)
-- minetest.chat_send_all("a+i:" ..air_plus_ignore_under)
-- minetest.chat_send_all("counter: (" .. counter .. "-----------------)")
--minetest.chat_send_all(air_or_ignore[node_under_feet])
-- if (player_is_moving_horiz or player_is_climbing) and air_or_ignore[node_at_upper_body] and air_or_ignore[node_at_lower_body]
-- and air_or_ignore[node_under_feet] and air_plus_ignore_under == 196 and not player_is_descending then
--minetest.chat_send_all("flying!!!!")
-- if music then
-- return {flying=flying, music=music}
-- else
--- return {flying}
-- end
-- end
--minetest.chat_send_all("not flying!!!!")
if nodes_in_range(pos, 6, "default:water_flowing")>45 then
if music then
return {flowing_water=flowing_water, flowing_water2=flowing_water2, music=music}
else
return {flowing_water=flowing_water, flowing_water2=flowing_water2}
end
end
--if we are near sea level and there is lots of water around the area
if pos.y < 7 and pos.y >0 and atleast_nodes_in_grid(pos, 60, 1, "default:water_source", 51 ) then
if music then
return {beach=beach, beach_frequent=beach_frequent, beach_frequent2=beach_frequent2, music=music}
else
return {beach=beach, beach_frequent=beach_frequent, beach_frequent2=beach_frequent2}
end
end
if standing_in_water then
if music then
return {water_surface=water_surface, music=music}
else
return {water_surface}
end
end
desert_in_range = (nodes_in_range(pos, 6, "default:desert_sand")+nodes_in_range(pos, 6, "default:desert_stone"))
--minetest.chat_send_all("desertcount: " .. desert_in_range .. ",".. pos.y )
if desert_in_range >250 then
if music then
return {desert=desert, desert_frequent=desert_frequent, music=music}
else
return {desert=desert, 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 then
if music then
return {cave=cave, cave_frequent=cave_frequent, music=music}
else
return {cave=cave, cave_frequent=cave_frequent}
end
end
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, night_frequent2=night_frequent2, music=music}
else
return {night=night, night_frequent=night_frequent, night_frequent2=night_frequent2,}
end
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 player_name = player:get_player_name()
if list.handler[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=player_name, gain=gain})
if handler ~= nil then
list.handler[player_name] = handler
minetest.after(list[number].length, function(args)
local list = args[1]
local player_name = args[2]
if list.handler[player_name] ~= nil then
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end, {list, player_name})
end
end
end
-- stops all sounds that are not in still_playing
local stop_sound = function(still_playing, player)
local player_name = player:get_player_name()
if still_playing.cave == nil then
local list = cave
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.cave2 == nil then
local list = cave2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.cave_frequent == nil then
local list = cave_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.cave_bats == nil then
local list = cave_bats
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.swimming_frequent == nil then
local list = swimming_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.desert == nil then
local list = desert
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.desert_frequent == nil then
local list = desert_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night == nil then
local list = night
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night_frequent == nil then
local list = night_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.night_frequent2 == nil then
local list = night_frequent2
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.music == nil then
local list = music
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water == nil then
local list = water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water_surface == nil then
local list = water_surface
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
played_on_start = false
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.water_frequent == nil then
local list = water_frequent
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
-- minetest.chat_send_all("list.on_stop " .. list.on_stop )
played_on_start = false
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
if still_playing.splashing_water == nil then
local list = splashing_water
if list.handler[player_name] ~= nil then
if list.on_stop ~= nil then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer+dtime
if timer < 1 then
return
end
timer = 0
for _,player in ipairs(minetest.get_connected_players()) do
ambiences = get_ambience(player)
stop_sound(ambiences, player)
for _,ambience in pairs(ambiences) do
if math.random(1, 1000) <= ambience.frequency then
-- if(played_on_start) then
-- -- minetest.chat_send_all("playedOnStart " )
-- else
-- -- minetest.chat_send_all("FALSEplayedOnStart " )
-- end
if ambience.on_start ~= nil and played_on_start == false then
played_on_start = true
minetest.sound_play(ambience.on_start, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
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 = "<svol>",
description = "set volume of sounds, default 1 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, })
minetest.register_chatcommand("mvol", {
params = "<mvol>",
description = "set volume of music, default 1 normal volume.",
privs = {server=true},
func = function(name, param)
MUSICVOLUME = param
-- local player = minetest.env:get_player_by_name(name)
-- stop_sound({}, player)
-- ambiences = get_ambience(player)
minetest.chat_send_player(name, "Music volume set.")
end, })

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--------------Music Lic:
Amethystium:
--Avalon
--Ethereal
--Faraway
--Strangely Beautiful
Used with kind permission from Øystein Ramfjord / AM.mu Records
Jordach:
--dark_ambiance
--eastern_feeling
These sounds are used for the Mod for Minetest; Ambiance.
The included sounds are http://creativecommons.org/licenses/by-nc-sa/3.0/
Not Used:--mtest
-----------Sound Lic:
--Nightime Sound, Recorded by Mike Koenig, License: Attribution 3.0 http://soundbible.com/951-Nightime.html
--Crickets At Night Sound, License: Attribution 3.0 | Recorded by Mike Koenig |http://soundbible.com/365-Crickets-At-Night.html
--Medium Pack Of Wolves Howling, License: Public Domain | Recorded by fws.gov, http://soundbible.com/277-Medium-Pack-Of-Wolves-Howling.html
--Horned Owl Sound, License: Attribution 3.0 | Recorded by Mike Koenig , http://soundbible.com/1851-Horned-Owl.html
--Bats In Cave Sound, License: Attr-Noncommercial 3.0 | Recorded by Mike Koenig , http://soundbible.com/1939-Bats-In-Cave.html
--Spooky Water Drops Sound, License: Attribution 3.0 | Recorded by Mike Koenig, http://soundbible.com/380-Spooky-Water-Drops.html
-- Single Water Droplet Sound, License: Attribution 3.0 | Recorded by Mike Koenig, http://soundbible.com/384-Single-Water-Droplet.html
--HollowWind, Black Boe, Creative Commons 0 License, http://www.freesound.org/people/Black%20Boe/sounds/22331/
--drippingwater*.ogg sounds: CC0, Dripping Water Mod, by kddekadenz, http://minetest.net/forum/viewtopic.php?id=1688
--best cardinal bird: License: Attribution 3.0 | Recorded by PsychoBird, http://soundbible.com/1515-Best-Cardinal-Bird.html
--birdsongnl: the Attribution License, HerbertBoland, http://www.freesound.org/people/HerbertBoland/sounds/28312/ (end)
--robin2: Attribution License, reinsamba, http://www.freesound.org/people/reinsamba/sounds/32479/ (end)
--Craw.WAV, Attribution License, inchadney, http://www.freesound.org/people/inchadney/sounds/52450/
--bluejay.wav, Creative Commons 0 License, UncleSigmund, http://www.freesound.org/people/UncleSigmund/sounds/42382/
--scuba1*.ogg- digifishmusic, Attribution License, http://www.freesound.org/people/digifishmusic/sounds/45521/
--Underwater Pool - Attribution 3.0 | Recorded by Mike Koenig, http://soundbible.com/1660-Underwater-Pool.html
--dolphin_screaming - Creative Commons 0 License, felix.blume, http://www.freesound.org/people/felix.blume/sounds/161691/
--dolphins - Attribution Noncommercial License, acclivity, http://www.freesound.org/people/acclivity/sounds/13691/
ComboWind uses:
--wind-in-the-trees -Attribution License, laurent, http://www.freesound.org/people/laurent/sounds/16995/
--drygrassInWind- Creative Commons 0 License, felix.blume, http://www.freesound.org/people/felix.blume/sounds/146436/
--Splash: Attribution 3.0 | Recorded by BlastwaveFx.com, http://soundbible.com/546-Fish-Splashing.html
--small_waterfall Attribution License, volivieri, http://www.freesound.org/people/volivieri/sounds/38390/
--Lake_Waves_2*, Attribution License, Benboncan, http://www.freesound.org/people/Benboncan/sounds/67884/
--water_swimming_splashing*, Attribution Noncommercial License, Robinhood76, http://www.freesound.org/people/Robinhood76/sounds/79657/
--earth01a, Creative Commons 0 License., Halion , http://www.freesound.org/people/Halion/sounds/17785
--fiji_beach, Creative Commons 0 License, c97059890, http://www.freesound.org/people/c97059890/sounds/21754/
--seagull, Attribution Noncommercial License., hazure, http://www.freesound.org/people/hazure/sounds/23707/,
desert:
coyote2, Attribution License, rogerforeman, http://www.freesound.org/people/rogerforeman/sounds/68068/
http://www.freesound.org/people/Proxima4/sounds/104319/
Desert Monolith.wav, Creative Commons 0 License, Proxima4, http://www.freesound.org/people/Proxima4/sounds/104319/
Rattlesnake Rattle, Public Domain, fws.gov, http://soundbible.com/237-Rattlesnake-Rattle.html
flying:
crystal_airlines: Attribution License, suonho, http://www.freesound.org/people/suonho/sounds/56364/
----------------Not used yet:
desert:
Desert Simple.wav, Creative Commons 0 License, Proxima4, http://www.freesound.org/people/Proxima4/sounds/104320/
313hummer (Jordan Craige)
--echos http://soundcloud.com/jordan-craige/echos-1
Creative Commons Attribution license (reuse allowed) Attribution 3.0 Unported (CC BY 3.0)
Not Used:--FoamOfTheSea http://soundcloud.com/jordan-craige/foam-of-the-sea
xi-intersection:
http://soundcloud.com/xi-intersection/mass-effect-uncharted-worlds Creative Commons License
--not used:
http://soundcloud.com/xi-intersection/donkey-kong-country-2-flight
http://soundcloud.com/kogyo/kogyo-skalar-m1
lava:
http://www.freesound.org/people/Halion/sounds/17785/ (almost as good cc) (combine with rocks falling?)
http://www.freesound.org/people/pushtobreak/sounds/17823/ (attrib non cc really good)
http://www.freesound.org/people/klankbeeld/sounds/123970/ (horror rhythm)
Rockfall in mine.wav http://www.freesound.org/people/Benboncan/sounds/60085/
http://www.freesound.org/people/snotch/sounds/96175/ (mud volcano)
--natural night sounds in Boquete.wav, Attribution License, laurent, http://www.freesound.org/people/laurent/sounds/15851/
http://www.freesound.org/people/Dynamicell/sounds/17553/
http://www.freesound.org/people/juskiddink/sounds/78955/ aspen tree in wind
http://www.freesound.org/people/Benboncan/sounds/69761/ wind in hedge birds animals
ButterflyTea:
Creative Commons : Attribution-Noncommercial-Share Alike 3.0
http://www.jamendo.com/en/track/904012/dance-of-magical-flowers
http://www.jamendo.com/en/track/904013/magic-of-the-seventh-world
http://www.jamendo.com/en/track/904016/in-search-of-the-soul
zero-project

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To Do:
-add random_volume parameter to night normal, day normal, & cave normal sounds to create feeling of distance.
m-get constant birds more quiet during the day
m-bats seem way too frequent now?
m-when playing multiplayer seems to increase frequency of music & normal sounds to the point where they are obnoxious
m-which songs should go with which environments? Dark songs in caves or night, light sounds during day.
m-may be drowning out some of the normal sound effects like walking on stone.
l-what about other weird bubble
l-put in wind/ wind in trees during day and night