Replace some note block sounds to be more MC-like

This commit is contained in:
Wuzzy 2017-03-11 06:51:45 +01:00
parent 249742b3ba
commit 6c003d62f5
9 changed files with 18 additions and 10 deletions

@ -0,0 +1,8 @@
Licensing information
* All code: GPLv3 by Mesecons Mod Developer Team, contributors and Wuzzy
* mesecons_noteblock_temp_bass_guitar.ogg: CC0
* mesecons_noteblock_temp_stick.ogg: CC0
* Other sounds and data: CC BY-SA 3.0 (http://creativecommons.org/licenses/by-sa/3.0/) by Mesecons Mod Developer Team and contributors
Note: All “temp” sounds are subject to be replaced in later versions.

@ -4,8 +4,8 @@ minetest.register_node("mesecons_noteblock:noteblock", {
_doc_items_usagehelp = [[Rightclick the note block to choose the next musical note (there are 24 half notes, or 2 octaves). The intrument played depends on the material of the block below the note block:
Glass: Sticks
Wood: Crash
Stone: Hi-hat
Wood: Bass guitar
Stone: Bass drum
Sand or gravel: Snare drum
Anything else: Piano]],
tiles = {"mesecons_noteblock.png"},
@ -82,17 +82,17 @@ mesecon.noteblock_play = function (pos, param2)
local block_below_name = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name
if minetest.get_item_group(block_below_name, "material_glass") ~= 0 then
-- TODO: Sticks and clicks
soundname="mesecons_noteblock_kick"
-- TODO: 24 sticks and clicks
soundname="mesecons_noteblock_temp_stick"
elseif minetest.get_item_group(block_below_name, "material_wood") ~= 0 then
-- TODO: Bass guitar
soundname="mesecons_noteblock_crash"
-- TODO: 24 bass guitar sounds
soundname="mesecons_noteblock_temp_bass_guitar"
elseif minetest.get_item_group(block_below_name, "material_sand") ~= 0 then
-- TODO: 24 Snare drum sounds
soundname="mesecons_noteblock_snare"
-- TODO: 24 snare drum sounds
soundname="mesecons_noteblock_temp_snare"
elseif minetest.get_item_group(block_below_name, "material_stone") ~= 0 then
-- TODO: Bass drum
soundname="mesecons_noteblock_hihat"
-- TODO: 24 bass drum sounds
soundname="mesecons_noteblock_temp_kick"
end
minetest.sound_play(soundname,
{pos = pos, gain = 1.0, max_hear_distance = 48,})