eat = <SimpleSoundSpec>,
-- When item is eaten with `minetest.do_item_eat`
+
+ punch_use = <SimpleSoundSpec>,
+ -- When item is used with the 'punch/mine' key pointing at a node or entity
+
+ punch_use_air = <SimpleSoundSpec>,
+ -- When item is used with the 'punch/mine' key pointing at nothing (air)
},
on_place = function(itemstack, placer, pointed_thing),
},
})
+
+minetest.register_tool("soundstuff:punch_use", {
+ description = "Punch Use Sound Tool\n"..
+ "Digs cracky=3 and more\n"..
+ "Makes a sound when used on node or entity",
+ inventory_image = "soundstuff_node_dig.png",
+ sound = {
+ punch_use = { name = "soundstuff_mono", gain = 1.0 },
+ },
+ tool_capabilities = {
+ max_drop_level=0,
+ groupcaps={
+ cracky={times={[2]=2.00, [3]=1.20}, uses=0, maxlevel=0},
+ choppy={times={[2]=2.00, [3]=1.20}, uses=0, maxlevel=0},
+ snappy={times={[2]=2.00, [3]=1.20}, uses=0, maxlevel=0},
+ crumbly={times={[2]=2.00, [3]=1.20}, uses=0, maxlevel=0},
+ },
+ },
+})
+
+minetest.register_tool("soundstuff:punch_use_air", {
+ description = "Punch Use (Air) Sound Tool\n"..
+ "Makes a sound when used pointing at nothing",
+ inventory_image = "soundstuff_node_dig.png",
+ sound = {
+ punch_use_air = { name = "soundstuff_mono", gain = 1.0 },
+ },
+})
+
-- Plays sound repeatedly
minetest.register_node("soundstuff:positional", {
description = "Positional Sound Node",
SimpleSoundSpec m_player_step_sound;
SimpleSoundSpec m_player_leftpunch_sound;
+ // Second sound made on left punch, currently used for item 'use' sound
+ SimpleSoundSpec m_player_leftpunch_sound2;
SimpleSoundSpec m_player_rightpunch_sound;
SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(sm->m_player_leftpunch_sound);
+ sm->m_sound->playSound(sm->m_player_leftpunch_sound2);
}
static void cameraPunchRight(MtEvent *e, void *data)
runData.punching = false;
- soundmaker->m_player_leftpunch_sound.name.clear();
+ soundmaker->m_player_leftpunch_sound = SimpleSoundSpec();
+ soundmaker->m_player_leftpunch_sound2 = pointed.type != POINTEDTHING_NOTHING ?
+ selected_def.sound_use : selected_def.sound_use_air;
// Prepare for repeating, unless we're not supposed to
if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
place_param2 = def.place_param2;
sound_place = def.sound_place;
sound_place_failed = def.sound_place_failed;
+ sound_use = def.sound_use;
+ sound_use_air = def.sound_use_air;
range = def.range;
palette_image = def.palette_image;
color = def.color;
groups.clear();
sound_place = SimpleSoundSpec();
sound_place_failed = SimpleSoundSpec();
+ sound_use = SimpleSoundSpec();
+ sound_use_air = SimpleSoundSpec();
range = -1;
node_placement_prediction.clear();
place_param2 = 0;
os << serializeString16(short_description);
os << place_param2;
+
+ sound_use.serialize(os, protocol_version);
+ sound_use_air.serialize(os, protocol_version);
}
void ItemDefinition::deSerialize(std::istream &is, u16 protocol_version)
inventory_overlay = deSerializeString16(is);
wield_overlay = deSerializeString16(is);
- // If you add anything here, insert it primarily inside the try-catch
+ // If you add anything here, insert it inside the try-catch
// block to not need to increase the version.
try {
short_description = deSerializeString16(is);
place_param2 = readU8(is); // 0 if missing
+
+ sound_use.deSerialize(is, protocol_version);
+ sound_use_air.deSerialize(is, protocol_version);
} catch(SerializationError &e) {};
}
ItemGroupList groups;
SimpleSoundSpec sound_place;
SimpleSoundSpec sound_place_failed;
+ SimpleSoundSpec sound_use, sound_use_air;
f32 range;
// Client shall immediately place this node when player places the item.
}
lua_pop(L, 1);
+ // No, this is not a mistake. Item sounds are in "sound", node sounds in "sounds".
+ lua_getfield(L, index, "sound");
+ if (!lua_isnil(L, -1)) {
+ luaL_checktype(L, -1, LUA_TTABLE);
+ lua_getfield(L, -1, "punch_use");
+ read_soundspec(L, -1, def.sound_use);
+ lua_pop(L, 1);
+ lua_getfield(L, -1, "punch_use_air");
+ read_soundspec(L, -1, def.sound_use_air);
+ lua_pop(L, 1);
+ }
+ lua_pop(L, 1);
+
def.range = getfloatfield_default(L, index, "range", def.range);
// Client shall immediately place this node when player places the item.