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author | Auke Kok <sofar@foo-projects.org> | 2017-11-08 22:40:59 -0800 |
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committer | paramat <mat.gregory@virginmedia.com> | 2017-11-14 00:37:31 +0000 |
commit | 41bc0efe717b0543fe5988018a43ca2fffc52c9d (patch) | |
tree | 52f023848343793a1979e542ec16701bf99bad39 /builtin | |
parent | 5b7687c08c02dc79a9307cd6917ee2c9981117d4 (diff) | |
download | minetest-41bc0efe717b0543fe5988018a43ca2fffc52c9d.tar.gz minetest-41bc0efe717b0543fe5988018a43ca2fffc52c9d.tar.bz2 minetest-41bc0efe717b0543fe5988018a43ca2fffc52c9d.zip |
Sounds: Add falling node sounds
Falling nodes should make a sound. This can only be done here,
so for simplicity we just call the sound_play() here with the node
place sound. We ignore any gain value in the sound spec since a
falling node should be loud, so the 1.0 default gain makes sense
here.
Diffstat (limited to 'builtin')
-rw-r--r-- | builtin/game/falling.lua | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua index a553400f0..1876cf2a8 100644 --- a/builtin/game/falling.lua +++ b/builtin/game/falling.lua @@ -104,12 +104,16 @@ core.register_entity(":__builtin:falling_node", { end end -- Create node and remove entity - if core.registered_nodes[self.node.name] then + local def = core.registered_nodes[self.node.name] + if def then core.add_node(np, self.node) if self.meta then local meta = core.get_meta(np) meta:from_table(self.meta) end + if def.sounds and def.sounds.place and def.sounds.place.name then + core.sound_play(def.sounds.place, {pos = np}) + end end self.object:remove() core.check_for_falling(np) |