Walking in water sound converter

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TumeniNodes
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Walking in water sound converter

by TumeniNodes » Thu Jun 15, 2017 22:50

Perhaps I should have posted this here, rather than in general discussion?

I am trying to fix the annoying, walking in water issue... (if sand is underwater, walking in water gives sand sounds, etc)

I read a little last night on abms but as I have stated in the past, unfortunately I have great difficulty retaining information I read... and then end up confusing myself from frustration...

So, while it would be ideal (in my mind) to have someone who is fluent with coding, to whip up some quick code to test this... I am trying to see if I can do it myself.
It is very embarrassing for me to have this learning curve : /

I know what I want to do..., which is to set nodes which are under a water node, to switch to using the default.node_sound_water_defaults

I think I have the first step ok? (probably not)
but I also know that I have to create a situation where the nodes below water are being checked?

I need help please..., I feel like a complete idiot if things get beyond copy & paste for the most part : /
It's frustrating personally, and it sucks
I am not even sure if abm can be used to substitute the audio of a node only?

Code: Select all
--
-- Convert default sounds for nodes under water
--

minetest.register_abm({
   nodenames = {"default:water_source"},
   neighbors = {
      "group:grass",
      "group:dry_grass",
      "default:sand",
        "default:dirt",
        "group:stone",
   },
   interval = 1,
   chance = 100,
   catch_up = false,
   action = function(sounds)
      minetest.set_node(sounds, {name = "default:water_source"})
         return
      end,
})
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Re: Walking in water sound converter

by TumeniNodes » Thu Jun 15, 2017 23:58

my newest blunder :P
Code: Select all
--
-- Convert default sounds for nodes under water
--

minetest.register_abm({
   nodenames = {"default:water_source"},
   neighbors = {
      "group:grass",
      "group:dry_grass",
      "default:sand",
        "default:dirt",
   },
   interval = 1,
   chance = 100,
   catch_up = false,
   action = function ()default.node_sound_water_defaults(table)
   table = table or {}
   table.footstep = table.footstep or
         {name = "default_water_footstep", gain = 0.2}
   default.node_sound_defaults(table)
   return table
      end,
})
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Re: Walking in water sound converter

by TumeniNodes » Sun Jun 18, 2017 18:31

How do I make water nodes check for other node types under?

I am missing some ifs and thens... :P
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Re: Walking in water sound converter

by TumeniNodes » Sun Jun 18, 2017 22:03

no takers eh?
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Re: Walking in water sound converter

by Nathan.S » Tue Jun 20, 2017 12:24

I think the abm may need to be on the dirt and sand while checking for water nearby. Right now it looks like the abm is changing the sound of the water.
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Re: Walking in water sound converter

by TumeniNodes » Tue Jun 20, 2017 12:38

The abm isn't doing anything right now actually :P
I was unsure which would be more efficient..., water looking for nodes below, or nodes below looking for water above...,
I think the first choice as so many various types of nodes can show up under water, especially if placed by the user.

juhdanad feels this might be better done on the c++ side so, I will wait to see what he comes up with.

I am unsure how well that will go over as a pr though...
I might poke at it a bit more as an abm later in the week, then the two resulting solutions can be tested to see which is best.
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Re: Walking in water sound converter

by paramat » Wed Jun 21, 2017 22:24

Should be done in the engine, and we have considered this, maybe open an issue?
 

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Re: Walking in water sound converter

by TumeniNodes » Wed Jun 21, 2017 22:29

ok.
sorry for two diff posts on this
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Re: Walking in water sound converter

by TumeniNodes » Thu Jun 22, 2017 16:44

paramat,
I forgot to mention, juhdanad mentioned he will try to implement this in the engine as time permits so, will wait to see what he comes up with.
It would be nice to see in the bugfix release
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Re: Walking in water sound converter

by azekill_DIABLO » Fri Jun 23, 2017 13:36

i think abms are not the way to solve this... but i don't have better solutions...
Code: Select all
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Re: Walking in water sound converter

by xeranas » Sat Jun 24, 2017 06:46

TumeniNodes wrote:I was unsure which would be more efficient..., water looking for nodes below, or nodes below looking for water above...,
I think the first choice as so many various types of nodes can show up under water, especially if placed by the user.

Agree with paramat, should be in engine.
As for ABM general rule is target as less frequent node as posible. Current grass transforming ABM is quite simple as it target grass nodes only. Normally underwater could be any kind of nodes and your conveter would have potential risk break existing world nodes if you try switch with modified sounds version. Than again your converter would need not only add water sounds but remove them as well (in case water was removed). From my point of view ABM in this situation is no go.
 

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Re: Walking in water sound converter

by TumeniNodes » Sat Jun 24, 2017 13:55

xeranas wrote:Agree with paramat, should be in engine.
As for ABM general rule is target as less frequent node as posible. Current grass transforming ABM is quite simple as it target grass nodes only. Normally underwater could be any kind of nodes and your conveter would have potential risk break existing world nodes if you try switch with modified sounds version. Than again your converter would need not only add water sounds but remove them as well (in case water was removed). From my point of view ABM in this situation is no go.


Yes, as I have looked more into it, after speaking with juhdanad the abm idea went South.
Coding this into the engine makes perfect sense. There are too many ifs.
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