many worldgen mods and gonna try technic now
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ambience = {}
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-- settings
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local SOUNDVOLUME = 1.0
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local MUSICVOLUME = 0.6
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local MUSICINTERVAL = tonumber(core.settings:get("ambience_music_interval")) or (60 * 20)
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local radius = 6
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local playing = {} -- user settings, timers and current set playing
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local sound_sets = {} -- all the sounds and their settings
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local sound_set_order = {} -- needed because pairs loops randomly through tables
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local set_nodes = {} -- all the nodes needed for sets
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-- translation and local
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local S = core.get_translator("ambience")
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local get_id = core.get_node_raw
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local get_id_name = core.get_name_from_content_id
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local get_node = core.get_node
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if get_id then get_node = function(pos)
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local id, p1, p2, pos_ok = get_id(pos.x, pos.y, pos.z)
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return {name = get_id_name(id), param1 = p1, param2 = p2, loaded = pos_ok}
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end
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end
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-- add set to list
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function ambience.add_set(set_name, def)
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if not set_name or not def then return end
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sound_sets[set_name] = {
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frequency = def.frequency or 50,
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background = def.background or {},
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sounds = def.sounds or {},
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sound_check = def.sound_check,
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nodes = def.nodes
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}
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-- add set name to the sound_set_order table
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local can_add = true
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for i = 1, #sound_set_order do
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if sound_set_order[i] == set_name then can_add = false end
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end
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if can_add then table.insert(sound_set_order, set_name) end
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-- add any missing nodes to the set_nodes table
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if def.nodes then
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for i = 1, #def.nodes do
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can_add = def.nodes[i]
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for j = 1, #set_nodes do
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if def.nodes[i] == set_nodes[j] then can_add = false end
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end
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if can_add then table.insert(set_nodes, can_add) end
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end
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end
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end
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-- add sound to existing set
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function ambience.add_to_set(set_name, def)
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if not set_name or not def or not sound_sets[set_name] then return end
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table.insert(sound_sets[set_name].sounds, def)
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end
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-- return set from list using name
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function ambience.get_set(set_name)
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return sound_sets[set_name]
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end
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-- remove set from list
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function ambience.del_set(set_name)
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sound_sets[set_name] = nil
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local can_del = false
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for i = 1, #sound_set_order do
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if sound_set_order[i] == set_name then can_del = i end
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end
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if can_del then table.remove(sound_set_order, can_del) end
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end
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-- return node total belonging to a specific group:
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function ambience.group_total(ntab, ngrp)
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local tot = 0
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local def, grp
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for _,n in pairs(ntab) do
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def = core.registered_nodes[_]
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grp = def and def.groups and def.groups[ngrp]
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if grp and grp > 0 then
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tot = tot + n
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end
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end
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return tot
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end
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-- setup table when player joins
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core.register_on_joinplayer(function(player)
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if player then
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local name = player:get_player_name()
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local meta = player:get_meta()
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playing[name] = {
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mvol = tonumber(meta:get_string("ambience.mvol")) or MUSICVOLUME,
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svol = tonumber(meta:get_string("ambience.svol")) or SOUNDVOLUME,
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timer = 0, music = 0, music_handler = nil, set = "nil"
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}
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end
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end)
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-- remove table when player leaves
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core.register_on_leaveplayer(function(player)
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if player then playing[player:get_player_name()] = nil end
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end)
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-- plays music and selects sound set
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local function get_ambience(player, tod, name)
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local p = playing[name]
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-- if enabled, play local/server music on interval check
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if MUSICINTERVAL > 0 and p and p.mvol > 0 then
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-- increase music time interval
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p.music = p.music + 1
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-- if not already playing, play music on interval check
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if p.music > MUSICINTERVAL and not p.music_handler then
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p.music_handler = core.sound_play("ambience_music",
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{to_player = name, gain = p.mvol})
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p.music = 0 -- reset interval
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-- after 5 minutes (a normal song length) reset music timers
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elseif p.music_handler and p.music > 300 then
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p.music = 0 ; p.music_handler = nil
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--print("--- resetting music timers")
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end
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--print("-- music timer", playing[name].music .. "/" .. MUSICINTERVAL)
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end
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-- get foot and head level nodes at player position
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local pos = player:get_pos() ; if not pos then return end
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local eyeh = player:get_properties().eye_height or 1.47 -- eye level with fallback
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local nod_head = get_node({x = pos.x, y = pos.y + eyeh, z = pos.z}).name
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local nod_feet = get_node({x = pos.x, y = pos.y + 0.2, z = pos.z}).name
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-- get all set nodes around player
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local ps, cn = core.find_nodes_in_area(
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{x = pos.x - radius, y = pos.y - radius, z = pos.z - radius},
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{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius}, set_nodes)
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-- get biome data
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local bdata = core.get_biome_data(pos)
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local biome = bdata and core.get_biome_name(bdata.biome) or ""
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-- loop through sets in order and choose first that meets conditions set
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for n = 1, #sound_set_order do
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local set = sound_sets[ sound_set_order[n] ]
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if set and set.sound_check then
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-- pass settings to set function for condition check
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local set_name, gain = set.sound_check({
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player = player,
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pos = pos,
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tod = tod,
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totals = cn,
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positions = ps,
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head_node = nod_head,
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feet_node = nod_feet,
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biome = biome
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})
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-- if conditions met return set name and gain value
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if set_name then return set_name, gain end
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end
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end
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return nil, nil
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end
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-- players routine
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local timer = 0
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local random = math.random
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core.register_globalstep(function(dtime)
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local players = core.get_connected_players()
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local pname
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-- reduce sound timer for each player and stop/reset when needed
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for _, player in pairs(players) do
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pname = player:get_player_name()
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local p = playing[pname]
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if p and p.timer and p.timer > 0 then
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p.timer = p.timer - dtime
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if p.timer <= 0 then
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if p.handler then
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core.sound_stop(p.handler)
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end
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p.set = nil ; p.gain = nil ; p.handler = nil
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end
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end
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end
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-- one second timer
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timer = timer + dtime ; if timer < 1 then return end ; timer = 0
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local tod = core.get_timeofday()
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-- loop through players
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for _, player in pairs(players) do
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pname = player:get_player_name()
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local p = playing[pname]
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local set_name, MORE_GAIN = get_ambience(player, tod, pname)
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local set_def = sound_sets[set_name]
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local ok = p and true -- everything starts off ok if player found
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-- are we playing any available background sounds?
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if ok and not p.bg and set_def and #set_def.background > 0 then
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-- choose a random sound from the background set
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local bg_num = random(#set_def.background)
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local bg_amb = set_def.background[bg_num]
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-- only play sound if set differs from last one played
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if set_name ~= p.bg_set then
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p.bg = core.sound_play(bg_amb.name, {
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to_player = pname,
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gain = (bg_amb.gain or 0.3) * p.svol,
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pitch = bg_amb.pitch, fade = bg_amb.fade, loop = true
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})
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--print("-- bg start", p.bg, set_name)
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p.bg_set = set_name
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end
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elseif ok and p.bg and set_name ~= p.bg_set then
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--print("-- bg stop", p.bg, set_name, p.bg_set)
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core.sound_stop(p.bg)
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p.bg = nil ; p.bg_set = nil
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end
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if ok and p.handler then -- are we playing something already?
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-- stop current sound if another set active or gain changed
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if p.set ~= set_name or p.gain ~= MORE_GAIN then
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--print ("-- change stop", set_name, p.handler)
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core.sound_stop(p.handler)
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p.set = nil ; p.gain = nil ; p.handler = nil ; p.timer = 0
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else
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ok = false -- sound set still playing, skip new sound
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end
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end
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local chance = random(1000)
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-- if chance is lower than set frequency then use set
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if ok and set_name and chance < set_def.frequency
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and set_def.sounds and #set_def.sounds > 0 then
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local amb = set_def.sounds[random(#set_def.sounds)] -- choose random set
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-- selected sound chance of playing from a set
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if random((amb.chance or 1)) == 1 then
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-- play sound
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p.handler = core.sound_play(amb.name, {
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to_player = pname,
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gain = ((amb.gain or 0.3) + (MORE_GAIN or 0)) * p.svol,
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pitch = amb.pitch or 1.0, fade = amb.fade
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}, amb.ephemeral)
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--print ("playing... " .. amb.name .. " (" .. chance .. " < "
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-- .. p.frequency .. ") @ ", MORE_GAIN, p.handler)
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end
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-- save what player is currently listening to if handler found
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if p.handler then
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p.set = set_name ; p.gain = MORE_GAIN ; p.timer = (amb.length or 5)
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end
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end
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end
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end)
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-- sound volume command
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core.register_chatcommand("svol", {
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params = S("<svol>"),
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description = S("set sound volume (0.1 to 1.0)"),
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privs = {},
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func = function(name, param)
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local svol = tonumber(param) or playing[name].svol
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if svol < 0.1 then svol = 0.1 end
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if svol > 1.0 then svol = 1.0 end
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local player = core.get_player_by_name(name)
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local meta = player:get_meta()
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meta:set_string("ambience.svol", svol)
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playing[name].svol = svol
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return true, S("Sound volume set to @1", svol)
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end
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})
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-- music volume command (0 stops music)
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core.register_chatcommand("mvol", {
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params = S("<mvol>"),
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description = S("set music volume (0.1 to 1.0, 0 to stop music)"),
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privs = {},
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func = function(name, param)
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local mvol = tonumber(param) or playing[name].mvol
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-- stop music currently playing by setting volume to 0
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if mvol == 0 and playing[name].music_handler then
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core.sound_stop(playing[name].music_handler)
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playing[name].music_handler = nil
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core.chat_send_player(name, S("Music stopped!"))
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end
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if mvol < 0 then mvol = 0 end
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if mvol > 1.0 then mvol = 1.0 end
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local player = core.get_player_by_name(name)
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local meta = player:get_meta()
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meta:set_string("ambience.mvol", mvol)
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playing[name].mvol = mvol
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return true, S("Music volume set to @1", mvol)
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end
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})
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-- load default sound sets
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dofile(core.get_modpath("ambience") .. "/soundsets.lua")
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print("[MOD] Ambience Lite loaded")
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