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367
mods/ambience/init.lua
Normal file
367
mods/ambience/init.lua
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-- global
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ambience = {}
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-- settings
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local SOUNDVOLUME = 1.0
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local MUSICVOLUME = 0.6
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local MUSICINTERVAL = 60 * 20
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local play_music = core.settings:get_bool("ambience_music") ~= false
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local radius = 6
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local playing = {} -- user settings, timers and current set playing
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local sound_sets = {} -- all the sounds and their settings
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local sound_set_order = {} -- needed because pairs loops randomly through tables
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local set_nodes = {} -- all the nodes needed for sets
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-- translation
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local S = core.get_translator("ambience")
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-- add set to list
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function ambience.add_set(set_name, def)
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if not set_name or not def then return end
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sound_sets[set_name] = {
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frequency = def.frequency or 50,
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sounds = def.sounds,
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sound_check = def.sound_check,
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nodes = def.nodes
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}
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-- add set name to the sound_set_order table
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local can_add = true
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for i = 1, #sound_set_order do
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if sound_set_order[i] == set_name then can_add = false end
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end
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if can_add then table.insert(sound_set_order, set_name) end
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-- add any missing nodes to the set_nodes table
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if def.nodes then
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for i = 1, #def.nodes do
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can_add = def.nodes[i]
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for j = 1, #set_nodes do
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if def.nodes[i] == set_nodes[j] then can_add = false end
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end
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if can_add then table.insert(set_nodes, can_add) end
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end
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end
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end
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-- return set from list using name
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function ambience.get_set(set_name)
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return sound_sets[set_name]
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end
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-- remove set from list
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function ambience.del_set(set_name)
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sound_sets[set_name] = nil
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local can_del = false
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for i = 1, #sound_set_order do
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if sound_set_order[i] == set_name then can_del = i end
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end
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if can_del then table.remove(sound_set_order, can_del) end
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end
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-- return node total belonging to a specific group:
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function ambience.group_total(ntab, ngrp)
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local tot = 0
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local def, grp
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for _,n in pairs(ntab) do
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def = core.registered_nodes[_]
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grp = def and def.groups and def.groups[ngrp]
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if grp and grp > 0 then
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tot = tot + n
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end
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end
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return tot
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end
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-- setup table when player joins
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core.register_on_joinplayer(function(player)
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if player then
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local name = player:get_player_name()
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local meta = player:get_meta()
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playing[name] = {
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mvol = tonumber(meta:get_string("ambience.mvol")) or MUSICVOLUME,
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svol = tonumber(meta:get_string("ambience.svol")) or SOUNDVOLUME,
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timer = 0,
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music = 0,
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music_handler = nil
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}
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end
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end)
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-- remove table when player leaves
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core.register_on_leaveplayer(function(player)
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if player then playing[player:get_player_name()] = nil end
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end)
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-- plays music and selects sound set
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local function get_ambience(player, tod, name)
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-- if enabled and not already playing, play local/server music on interval check
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if play_music and playing[name] and playing[name].mvol > 0 then
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-- increase music time interval
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playing[name].music = playing[name].music + 1
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-- play music on interval check
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if playing[name].music > MUSICINTERVAL and playing[name].music_handler == nil then
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playing[name].music_handler = core.sound_play("ambience_music", {
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to_player = name,
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gain = playing[name].mvol
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})
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playing[name].music = 0 -- reset interval
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end
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--print("-- music timer", playing[name].music .. "/" .. MUSICINTERVAL)
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end
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-- get foot and head level nodes at player position
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local pos = player:get_pos() ; if not pos then return end
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local prop = player:get_properties()
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local eyeh = prop.eye_height or 1.47 -- eye level with fallback
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pos.y = pos.y + eyeh -- head level
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local nod_head = core.get_node(pos).name
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pos.y = (pos.y - eyeh) + 0.2 -- foot level
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local nod_feet = core.get_node(pos).name
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pos.y = pos.y - 0.2 -- reset pos
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-- get all set nodes around player
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local ps, cn = core.find_nodes_in_area(
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{x = pos.x - radius, y = pos.y - radius, z = pos.z - radius},
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{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius}, set_nodes)
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-- loop through sets in order and choose first that meets conditions set
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for n = 1, #sound_set_order do
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local set = sound_sets[ sound_set_order[n] ]
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if set and set.sound_check then
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-- get biome data
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local bdata = core.get_biome_data(pos)
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local biome = bdata and core.get_biome_name(bdata.biome) or ""
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-- pass settings to set function for condition check
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local set_name, gain = set.sound_check({
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player = player,
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pos = pos,
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tod = tod,
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totals = cn,
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positions = ps,
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head_node = nod_head,
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feet_node = nod_feet,
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biome = biome
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})
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-- if conditions met return set name and gain value
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if set_name then return set_name, gain end
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end
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end
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return nil, nil
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end
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-- players routine
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local timer = 0
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local random = math.random
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core.register_globalstep(function(dtime)
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local players = core.get_connected_players()
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local pname
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-- reduce sound timer for each player and stop/reset when needed
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for _, player in pairs(players) do
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pname = player:get_player_name()
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if playing[pname] and playing[pname].timer > 0 then
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playing[pname].timer = playing[pname].timer - dtime
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if playing[pname].timer <= 0 then
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if playing[pname].handler then
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core.sound_stop(playing[pname].handler)
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end
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playing[pname].set = nil
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playing[pname].gain = nil
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playing[pname].handler = nil
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end
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end
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end
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-- one second timer
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timer = timer + dtime ; if timer < 1 then return end ; timer = 0
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local number, chance, ambience, handler, ok
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local tod = core.get_timeofday()
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-- loop through players
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for _, player in pairs(players) do
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pname = player:get_player_name()
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local set_name, MORE_GAIN = get_ambience(player, tod, pname)
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ok = playing[pname] -- everything starts off ok if player found
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-- are we playing something already?
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if ok and playing[pname].handler then
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-- stop current sound if another set active or gain changed
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if playing[pname].set ~= set_name
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or playing[pname].gain ~= MORE_GAIN then
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--print ("-- change stop", set_name, playing[pname].handler)
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core.sound_stop(playing[pname].handler)
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playing[pname].set = nil
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playing[pname].gain = nil
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playing[pname].handler = nil
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playing[pname].timer = 0
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else
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ok = false -- sound set still playing, skip new sound
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end
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end
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-- set random chance
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chance = random(1000)
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-- if chance is lower than set frequency then select set
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if ok and set_name and chance < sound_sets[set_name].frequency then
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number = random(#sound_sets[set_name].sounds) -- choose random sound from set
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ambience = sound_sets[set_name].sounds[number] -- grab sound information
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-- play sound
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handler = core.sound_play(ambience.name, {
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to_player = pname,
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gain = ((ambience.gain or 0.3) + (MORE_GAIN or 0)) * playing[pname].svol,
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pitch = ambience.pitch or 1.0
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}, ambience.ephemeral)
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--print ("playing... " .. ambience.name .. " (" .. chance .. " < "
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-- .. sound_sets[set_name].frequency .. ") @ ", MORE_GAIN, handler)
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if handler then
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-- set what player is currently listening to if handler found
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playing[pname].set = set_name
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playing[pname].gain = MORE_GAIN
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playing[pname].handler = handler
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playing[pname].timer = ambience.length
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end
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end
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end
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end)
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-- sound volume command
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core.register_chatcommand("svol", {
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params = S("<svol>"),
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description = S("set sound volume (0.1 to 1.0)"),
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privs = {},
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func = function(name, param)
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local svol = tonumber(param) or playing[name].svol
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if svol < 0.1 then svol = 0.1 end
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if svol > 1.0 then svol = 1.0 end
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local player = core.get_player_by_name(name)
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local meta = player:get_meta()
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meta:set_string("ambience.svol", svol)
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playing[name].svol = svol
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return true, S("Sound volume set to @1", svol)
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end
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})
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-- music volume command (0 stops music)
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core.register_chatcommand("mvol", {
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params = S("<mvol>"),
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description = S("set music volume (0.1 to 1.0, 0 to stop music)"),
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privs = {},
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func = function(name, param)
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local mvol = tonumber(param) or playing[name].mvol
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-- stop music currently playing by setting volume to 0
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if mvol == 0 and playing[name].music_handler then
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core.sound_stop(playing[name].music_handler)
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playing[name].music_handler = nil
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core.chat_send_player(name, S("Music stopped!"))
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end
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if mvol < 0 then mvol = 0 end
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if mvol > 1.0 then mvol = 1.0 end
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local player = core.get_player_by_name(name)
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local meta = player:get_meta()
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meta:set_string("ambience.mvol", mvol)
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playing[name].mvol = mvol
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return true, S("Music volume set to @1", mvol)
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end
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})
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-- load default sound sets
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dofile(core.get_modpath("ambience") .. "/soundsets.lua")
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print("[MOD] Ambience Lite loaded")
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