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