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Add initial environmental sounds mod with flowing water sounds
default:river_water_source can also create sound if desired as rivers are considered to be flowing water. A simple mod for now, with the intention to later use new engine environmental sound features if/when they appear.
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@ -64,3 +64,7 @@ default:torch 99,default:cobble 99
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# starting biome, is used.
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# Default value is false.
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#engine_spawn = false
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# Whether river water source nodes create flowing sounds.
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# Helps rivers create more sound, especially on level sections.
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#river_source_sounds = false
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13
mods/env_sounds/README.txt
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13
mods/env_sounds/README.txt
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Minetest Game mod: env_sounds
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=============================
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See license.txt for license information.
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Authors of source code
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----------------------
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paramat (MIT)
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Authors of media (sounds)
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-------------------------
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Yuval (CC0 1.0)
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https://freesound.org/people/Yuval/sounds/197023/
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env_sounds_water.*.ogg
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64
mods/env_sounds/init.lua
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64
mods/env_sounds/init.lua
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-- Parameters
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local radius = 8 -- Water node search radius around player
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-- End of parameters
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local river_source_sounds = minetest.settings:get_bool("river_source_sounds")
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-- Update sound for player
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local function update_sound(player)
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local player_name = player:get_player_name()
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local ppos = player:get_pos()
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local areamin = vector.subtract(ppos, radius)
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local areamax = vector.add(ppos, radius)
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local water_nodes = {"default:water_flowing", "default:river_water_flowing"}
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if river_source_sounds then
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table.insert(water_nodes, "default:river_water_source")
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end
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local wpos, _ = minetest.find_nodes_in_area(areamin, areamax, water_nodes)
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local waters = #wpos
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if waters == 0 then
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return
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end
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-- Find average position of water positions
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local wposav = vector.new()
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for _, pos in ipairs(wpos) do
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wposav.x = wposav.x + pos.x
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wposav.y = wposav.y + pos.y
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wposav.z = wposav.z + pos.z
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end
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wposav = vector.divide(wposav, waters)
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minetest.sound_play(
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"env_sounds_water",
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{
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pos = wposav,
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to_player = player_name,
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gain = math.min(0.04 + waters * 0.004, 0.4),
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}
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)
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end
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-- Update sound 'on joinplayer'
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minetest.register_on_joinplayer(function(player)
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update_sound(player)
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end)
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-- Cyclic sound update
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local function cyclic_update()
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for _, player in pairs(minetest.get_connected_players()) do
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update_sound(player)
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end
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minetest.after(3.5, cyclic_update)
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end
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minetest.after(0, cyclic_update)
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57
mods/env_sounds/license.txt
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57
mods/env_sounds/license.txt
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License of source code
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----------------------
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The MIT License (MIT)
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Copyright (C) 2019 paramat
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Permission is hereby granted, free of charge, to any person obtaining a copy of this
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software and associated documentation files (the "Software"), to deal in the Software
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without restriction, including without limitation the rights to use, copy, modify, merge,
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publish, distribute, sublicense, and/or sell copies of the Software, and to permit
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persons to whom the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or
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substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
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PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
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FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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For more details:
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https://opensource.org/licenses/MIT
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Licenses of media (sounds)
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--------------------------
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CC0 1.0 Universal (CC0 1.0) Public Domain Dedication
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Yuval
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No Copyright
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The person who associated a work with this deed has dedicated the work to the
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public domain by waiving all of his or her rights to the work worldwide under
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copyright law, including all related and neighboring rights, to the extent
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allowed by law.
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You can copy, modify, distribute and perform the work, even for commercial
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purposes, all without asking permission. See Other Information below.
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Other Information:
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In no way are the patent or trademark rights of any person affected by CC0, nor
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are the rights that other persons may have in the work or in how the work is
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used, such as publicity or privacy rights.
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Unless expressly stated otherwise, the person who associated a work with this
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deed makes no warranties about the work, and disclaims liability for all uses
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of the work, to the fullest extent permitted by applicable law.
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When using or citing the work, you should not imply endorsement by the author
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or the affirmer.
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For more details:
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https://creativecommons.org/publicdomain/zero/1.0/
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3
mods/env_sounds/mod.conf
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3
mods/env_sounds/mod.conf
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name = env_sounds
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description = Minetest Game mod: env_sounds
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depends = default
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BIN
mods/env_sounds/sounds/env_sounds_water.1.ogg
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BIN
mods/env_sounds/sounds/env_sounds_water.1.ogg
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Binary file not shown.
BIN
mods/env_sounds/sounds/env_sounds_water.2.ogg
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BIN
mods/env_sounds/sounds/env_sounds_water.2.ogg
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Binary file not shown.
BIN
mods/env_sounds/sounds/env_sounds_water.3.ogg
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BIN
mods/env_sounds/sounds/env_sounds_water.3.ogg
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Binary file not shown.
BIN
mods/env_sounds/sounds/env_sounds_water.4.ogg
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BIN
mods/env_sounds/sounds/env_sounds_water.4.ogg
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Binary file not shown.
@ -64,3 +64,7 @@ enable_stairs_replace_abm (Replace old stairs) bool false
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# If enabled, use the engine's spawn search which does not check for a
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# suitable starting biome.
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engine_spawn (Use engine spawn search) bool false
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# Whether river water source nodes create flowing sounds.
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# Helps rivers create more sound, especially on level sections.
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river_source_sounds (River source node sounds) bool false
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