mods that hopefully work for a TechAge-based pack
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Credits of sound files:
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Note: Most sounds have not been used verbatim, but tweaked a little to be more suitable for the noteblock mod.
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* mesecons_noteblock_litecrash.ogg
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* License: CC BY 3.0
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* by freesound.org user ani_music
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* Source: https://freesound.org/people/ani_music/sounds/219612/
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Everything else:
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Created by Mesecons authors, licensed CC BY 3.0.
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--------------------
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License links:
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* CC BY 3.0: http://creativecommons.org/licenses/by/3.0/
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This effector makes a sound if powered and can be used for making music. Normally it makes piano sounds. The sound frequency can be changed by punching the block (only works for piano). There are some special sounds that depend on the block below:
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<table colspace="5">
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<tr><th>Block Below</th><th>Effect</th></tr>
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<tr><td>Glass or Obsidian Glass</td><td>Hi-hat</td></tr>
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<tr><td>Any stone</td><td>Kick</td></tr>
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<tr><td>Chest or Locked Chest</td><td>Snare</td></tr>
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<tr><td>Any tree</td><td>Crash</td></tr>
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<tr><td>Any wooden planks</td><td>Lite Crash</td></tr>
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<tr><td>Coal Block</td><td>Explosion sound (fixed pitch)</td></tr>
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<tr><td>Lava Source</td><td>Fire sound (fixed pitch)</td></tr>
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<tr><td>Steel Block</td><td>Piano (high pitch, one octave higher than normal)</td></tr>
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<tr><td>Any other block</td><td>Piano (low pitch)</td></tr>
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</table>
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local S = minetest.get_translator(minetest.get_current_modname())
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minetest.register_node("mesecons_noteblock:noteblock", {
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description = S("Noteblock"),
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tiles = {"mesecons_noteblock.png"},
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is_ground_content = false,
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groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2},
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on_punch = function(pos, node, puncher) -- change sound when punched
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if minetest.is_protected(pos, puncher and puncher:get_player_name() or "") then
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return
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end
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node.param2 = (node.param2+1)%12
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mesecon.noteblock_play(pos, node.param2)
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minetest.set_node(pos, node)
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end,
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sounds = mesecon.node_sound.wood,
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mesecons = {effector = { -- play sound when activated
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action_on = function(pos, node)
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mesecon.noteblock_play(pos, node.param2)
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end
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}},
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place_param2 = 11, -- initialize at C note
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on_blast = mesecon.on_blastnode,
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})
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minetest.register_craft({
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output = "mesecons_noteblock:noteblock 1",
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recipe = {
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{"group:wood", "group:wood", "group:wood"},
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{"group:mesecon_conductor_craftable", "mesecons_gamecompat:steel_ingot", "group:mesecon_conductor_craftable"},
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{"group:wood", "group:wood", "group:wood"},
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}
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})
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local soundnames = {
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[0] = "mesecons_noteblock_csharp",
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"mesecons_noteblock_d",
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"mesecons_noteblock_dsharp",
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"mesecons_noteblock_e",
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"mesecons_noteblock_f",
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"mesecons_noteblock_fsharp",
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"mesecons_noteblock_g",
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"mesecons_noteblock_gsharp",
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"mesecons_noteblock_a",
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"mesecons_noteblock_asharp",
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"mesecons_noteblock_b",
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"mesecons_noteblock_c" -- << noteblock is initialized here
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}
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local node_sounds = {}
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for alias, sound in pairs({
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["mesecons_gamecompat:lava_source"] = mesecon.sound_name.fire,
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["mesecons_gamecompat:chest"] = "mesecons_noteblock_snare",
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["mesecons_gamecompat:chest_locked"] = "mesecons_noteblock_snare",
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["mesecons_gamecompat:coalblock"] = mesecon.sound_name.explode,
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["mesecons_gamecompat:glass"] = "mesecons_noteblock_hihat",
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["mesecons_gamecompat:obsidian_glass"] = "mesecons_noteblock_hihat",
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}) do
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local nodename = minetest.registered_aliases[alias]
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if nodename then
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node_sounds[nodename] = sound
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end
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end
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local node_sounds_group = {
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["stone"] = "mesecons_noteblock_kick",
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["tree"] = "mesecons_noteblock_crash",
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["wood"] = "mesecons_noteblock_litecrash",
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}
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local steelblock_nodename = minetest.registered_aliases["mesecons_gamecompat:steelblock"]
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mesecon.noteblock_play = function(pos, param2)
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pos.y = pos.y-1
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local nodeunder = minetest.get_node(pos).name
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local soundname = node_sounds[nodeunder]
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local use_pitch = true
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local pitch
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-- Special sounds
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if not soundname then
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for k,v in pairs(node_sounds_group) do
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local g = minetest.get_item_group(nodeunder, k)
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if g ~= 0 then
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soundname = v
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break
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end
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end
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end
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-- Piano
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if not soundname then
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soundname = soundnames[param2]
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if not soundname then
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minetest.log("error", "[mesecons_noteblock] No soundname found, test param2")
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return
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end
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if nodeunder == steelblock_nodename then
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soundname = soundname.. 2
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end
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use_pitch = false
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end
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-- Disable pitch for fire and explode because they'd sound too odd
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if soundname == "fire_fire" or soundname == "tnt_explode" then
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use_pitch = false
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end
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if use_pitch then
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-- Calculate pitch
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-- Adding 1 to param2 because param2=11 is *lowest* pitch sound
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local val = (param2+1)%12
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pitch = 2^((val-6)/12)
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end
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pos.y = pos.y+1
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if soundname == "fire_fire" then
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-- Smoothly fade out fire sound
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local handle = minetest.sound_play(soundname, {pos = pos, loop = true})
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minetest.after(3.0, minetest.sound_fade, handle, -1.5, 0.0)
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else
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minetest.sound_play(soundname, {pos = pos, pitch = pitch}, true)
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end
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end
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# textdomain: mesecons_noteblock
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Noteblock=Notenblock
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# textdomain: mesecons_noteblock
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### init.lua ###
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Noteblock=Sonbloko
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# textdomain: mesecons_noteblock
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### init.lua ###
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Noteblock=Bloc de musique
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# textdomain: mesecons_noteblock
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### init.lua ###
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Noteblock=Нотный блок
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# textdomain: mesecons_noteblock
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### init.lua ###
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Noteblock=Нотний блок
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# textdomain: mesecons_noteblock
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### init.lua ###
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Noteblock=
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name = mesecons_noteblock
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depends = mesecons, mesecons_gamecompat
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