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Add sounds for falling and attached nodes (#7719)
* Add sounds for falling and attached nodes The sound specified in `node_definition.sounds.fall` is used. When a falling node is spawned at a position or an attached node drops, the sound is played at this position. * allow all sorts of soundspecs
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@ -116,7 +116,7 @@ core.register_entity(":__builtin:falling_node", {
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local meta = core.get_meta(np)
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meta:from_table(self.meta)
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end
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if def.sounds and def.sounds.place and def.sounds.place.name then
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if def.sounds and def.sounds.place then
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core.sound_play(def.sounds.place, {pos = np})
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end
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end
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@ -141,6 +141,11 @@ local function convert_to_falling_node(pos, node)
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local meta = core.get_meta(pos)
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local metatable = meta and meta:to_table() or {}
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local def = core.registered_nodes[node.name]
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if def and def.sounds and def.sounds.fall then
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core.sound_play(def.sounds.fall, {pos = pos})
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end
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obj:get_luaentity():set_node(node, metatable)
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core.remove_node(pos)
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return true
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@ -170,6 +175,9 @@ local function drop_attached_node(p)
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drops = drop_stacks
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def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
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end
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if def and def.sounds and def.sounds.fall then
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core.sound_play(def.sounds.fall, {pos = p})
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end
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core.remove_node(p)
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for _, item in pairs(drops) do
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local pos = {
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@ -6084,6 +6084,7 @@ Used by `minetest.register_node`.
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dug = <SimpleSoundSpec>,
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place = <SimpleSoundSpec>,
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place_failed = <SimpleSoundSpec>,
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fall = <SimpleSoundSpec>,
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},
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drop = "",
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