1 local minetest,math = minetest,math
5 local old_in_water = false
6 --this is to check if the player is exploring a cave
7 --if exploring cave not near an open shaft then play a scary noise
9 local scary_sound_player_timer = math.random(-120,0)
12 --this is used for the water trickling effect
13 local water_trickling_timer = 0
14 local water_sound_handle = nil
16 local function splash_effect()
17 if minetest.localplayer then
18 local vel = minetest.localplayer:get_velocity().y
19 local pos = minetest.localplayer:get_pos()
20 local node = minetest.get_node_or_nil(pos)
23 local name = node.name
24 if name == "main:water" or name == "main:waterflow" then
26 if in_water == true and old_in_water == false and vel < 0 then
27 minetest.sound_play("splash", {gain = 0.4, pitch = math.random(80,100)/100, gain = 0.05})
35 old_in_water = in_water
37 minetest.after(0.01, function()
45 ---------------------------------------------
48 local function scary_sound_timer()
49 --print(scary_sound_player_timer)
50 --try to play every 5-7 minutes
51 if minetest.localplayer then
52 local pos = minetest.localplayer:get_pos()
54 local light = minetest.get_node_light(pos)
55 if pos.y < 0 and light <= 13 then
56 minetest.sound_play("scary_noise",{gain=0.4,pitch=math.random(70,100)/100})
59 minetest.after(300+math.random(0,120), function()
64 minetest.after(300+math.random(0,120), function()
69 ------------------------------------------------------
71 local function water_trickle()
72 if minetest.localplayer then
73 local pos = minetest.localplayer:get_pos()
74 local is_water_near = minetest.find_node_near(pos, 3, {"main:waterflow"})
75 if is_water_near and not water_sound_handle then
76 water_sound_handle = minetest.sound_play("stream", {loop=true,gain=0})
77 minetest.sound_fade(water_sound_handle, 0.25, 0.1)
78 elseif not is_water_near and water_sound_handle then
79 minetest.sound_fade(water_sound_handle, -0.25, 0)
80 water_sound_handle = nil
83 minetest.after(0.1, function()