if scary_sound_player_timer > 300 then
scary_sound_player_timer = math.random(-120,0)
pos.y = pos.y + 1.625
- local light = minetest.get_node_light(pos)
+ --save this for version 5.3.0
+ --local light = minetest.get_node_light(pos)
+ local light = 15
if pos.y < 0 and light <= 13 then
minetest.sound_play("scary_noise",{gain=0.4,pitch=math.random(70,100)/100})
end
end
+ ------------------------------------------------------
+
--the water trickling timer
water_trickling_timer = water_trickling_timer + dtime
if water_trickling_timer > 0.4 then
water_trickling_timer = 0
local is_water_near = minetest.find_node_near(pos, 3, {"main:waterflow"})
if is_water_near and not water_sound_handle then
- water_sound_handle = minetest.sound_play("stream", {loop=true,gain=0})
- minetest.sound_fade(water_sound_handle, 0.25, 0.1)
+ water_sound_handle = minetest.sound_play("stream", {loop=true,gain=0.1})
+ --save this for version 5.3.0
+ --minetest.sound_fade(water_sound_handle, 0.25, 0.1)
+ --water_sound_handle = minetest.sound_play("stream", {loop=true,gain=0})
elseif not is_water_near and water_sound_handle then
- minetest.sound_fade(water_sound_handle, -0.25, 0)
+ --save this for version 5.3.0
+ --minetest.sound_fade(water_sound_handle, -0.25, 0)
+ minetest.sound_stop(water_sound_handle)
water_sound_handle = nil
end
end