From dc67ff7226a2836863a0e709a5b81c90c977f288 Mon Sep 17 00:00:00 2001 From: orwell96 Date: Wed, 6 Dec 2017 13:23:55 +0100 Subject: Implement sound api and some sounds - Level crossing bell - Horns - Subway train driving and door sounds ...to be continued... --- advtrains/api_doc.txt | 6 ++++++ advtrains/nodedb.lua | 2 +- advtrains/signals.lua | 16 ++++++++++++++++ advtrains/sounds/advtrains_crossing_bell.ogg | Bin 0 -> 47722 bytes advtrains/wagons.lua | 14 ++++++++++++++ 5 files changed, 37 insertions(+), 1 deletion(-) create mode 100644 advtrains/sounds/advtrains_crossing_bell.ogg (limited to 'advtrains') diff --git a/advtrains/api_doc.txt b/advtrains/api_doc.txt index e86f16b..c944e30 100644 --- a/advtrains/api_doc.txt +++ b/advtrains/api_doc.txt @@ -57,10 +57,14 @@ advtrains.register_wagon(name, prototype, description, inventory_image) open={ [-1]={frames={x=0, y=20}, time=1}, -- open left doors [1]={frames={x=40, y=60}, time=1} -- open right doors + sound = + ^- The sound file of the doors opening. If none is specified, nothing is played. }, close={ [-1]={frames={x=20, y=40}, time=1}, -- close left doors [1]={frames={x=60, y=80}, time=1} -- close right doors + sound = + ^- The sound file of the doors closing. If none is specified, nothing is played. } }, door_entry={ 1.5, -1.5 } @@ -77,6 +81,8 @@ advtrains.register_wagon(name, prototype, description, inventory_image) extent_v = 2, ^- Determines the collision box extent in y direction. Defaults to 2 (=3). ^- The actual bounding box size is extent_v+1, so 0 means 1, 1 means 2, 2 means 3 a.s.o. + horn_sound = , + ^- The sound file of the horn. If none is specified, this wagon can't sound a horn. The specified sound file will be looped. drops = {"default:steelblock 3"} ^- List of itemstrings what to drop when the wagon is destroyed diff --git a/advtrains/nodedb.lua b/advtrains/nodedb.lua index 45a51fe..2f014f8 100644 --- a/advtrains/nodedb.lua +++ b/advtrains/nodedb.lua @@ -262,7 +262,7 @@ ndb.restore_all = function() end else ndb.clear(pos) - atwarn("Found ghost node (former",ndbnode.name,") @",pos,"deleting") + atwarn("Found ghost node (former",ndbnode and ndbnode.name,") @",pos,"deleting") end end end diff --git a/advtrains/signals.lua b/advtrains/signals.lua index 62b9f03..a42f5e7 100644 --- a/advtrains/signals.lua +++ b/advtrains/signals.lua @@ -225,3 +225,19 @@ minetest.register_node("advtrains:across_on", { end end, }) + +minetest.register_abm( + { + label = "Sound for Level Crossing", + nodenames = {"advtrains:across_on"}, + interval = 3, + chance = 1, + action = function(pos, node, active_object_count, active_object_count_wider) + minetest.sound_play("advtrains_crossing_bell", { + pos = pos, + gain = 1.0, -- default + max_hear_distance = 16, -- default, uses an euclidean metric + }) + end, + } +) diff --git a/advtrains/sounds/advtrains_crossing_bell.ogg b/advtrains/sounds/advtrains_crossing_bell.ogg new file mode 100644 index 0000000..74df669 Binary files /dev/null and b/advtrains/sounds/advtrains_crossing_bell.ogg differ diff --git a/advtrains/wagons.lua b/advtrains/wagons.lua index 4306b50..b30d3d4 100644 --- a/advtrains/wagons.lua +++ b/advtrains/wagons.lua @@ -270,6 +270,18 @@ function wagon:on_step(dtime) if has_driverstand then --regular driver stand controls advtrains.on_control_change(pc, self:train(), self.wagon_flipped) + --sound horn when required + if self.horn_sound and pc.aux1 and not pc.sneak and not self.horn_handle then + self.horn_handle = minetest.sound_play(self.horn_sound, { + object = self.object, + gain = 1.0, -- default + max_hear_distance = 128, -- default, uses an euclidean metric + loop = true, + }) + elseif not pc.aux1 and self.horn_handle then + minetest.sound_stop(self.horn_handle) + self.horn_handle = nil + end else -- If on a passenger seat and doors are open, get off when W or D pressed. local pass = self.seatp[seatno] and minetest.get_player_by_name(self.seatp[seatno]) @@ -322,10 +334,12 @@ function wagon:on_step(dtime) -- if changed from 0 to +-1, play open anim. if changed from +-1 to 0, play close. -- if changed from +-1 to -+1, first close and set 0, then it will detect state change again and run open. if self.door_state == 0 then + if self.doors.open.sound then minetest.sound_play(self.doors.open.sound, {object = self.object}) end at=self.doors.open[dstate] self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false) self.door_state = dstate else + if self.doors.close.sound then minetest.sound_play(self.doors.close.sound, {object = self.object}) end at=self.doors.close[self.door_state or 1]--in case it has not been set yet self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false) self.door_state = 0 -- cgit v1.2.3