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Nick |
Message |
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| 18:38 |
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| 18:38 |
Taoki |
Hello. I figured out how to loop a sound at a node's position properly. However, is there a way to make a looped sound stop when you break that node? Without intensive checks |
| 18:40 |
w_laenger |
you could look at the fire mod |
| 18:41 |
Taoki |
w_laenger: Fire nodes are removed by a scripted / timed function, so that can easily call a sound_stop. But when you break the node by hand, I don't know if there's any way to do it |
| 18:41 |
Taoki |
Erm, actually, I believe a function is called for on_remove |
| 18:41 |
Taoki |
I could link it to that I guess... |
| 18:43 |
w_laenger |
http://dev.minetest.net/minetest.register_on_dignode |
| 18:44 |
Taoki |
w_laenger: Problem is, I also need it to execute if the node is removed by placing another node in its place. This is possible in some special cases, like placing a silod node where a fluid source was |
| 18:44 |
Taoki |
**solid |
| 18:44 |
Taoki |
Is there a version for that too? |
| 18:44 |
w_laenger |
on place |
| 18:45 |
Taoki |
register_on_placenode? Isn't that executed when you place a node of that type? |
| 18:46 |
w_laenger |
yes |
| 18:47 |
w_laenger |
if the node gets removed eg with a mining laser... |
| 18:47 |
Taoki |
Yeah. Was looking for a function that gets executed if a node is removed because any other type of node is put in its place |
| 18:47 |
Taoki |
ah |
| 18:47 |
w_laenger |
the mining laser uses minetest.node_dig |
| 18:48 |
Taoki |
But if I put it on a fluid node and that's removed with a dirt block put in its place, register_on_placenode still executes? |
| 18:48 |
w_laenger |
no |
| 18:48 |
Taoki |
ok. Any alternatives then? |
| 18:48 |
w_laenger |
you could make the sound short |
| 18:49 |
Taoki |
It loops, probably doesn't make a difference |
| 18:50 |
w_laenger |
I think the fire sound stops after fire gets removed |
| 18:50 |
w_laenger |
eg with tnt |
| 18:50 |
Taoki |
Yeah. A function handles the removing, so a script function can be called easily there |
| 18:50 |
Taoki |
Also, I just noticed the fire sound isn't removed if I put the fire out by placing a dirt block on top of it. It still loops there forever |
| 18:53 |
w_laenger |
I tried it |
| 18:53 |
w_laenger |
for me the sound doesn't stop, too |
| 18:54 |
Taoki |
Yep, it's a bug |
| 18:54 |
Taoki |
Apparently because there's no function called when a node is removed, regardless of the means in which it got removed |
| 18:54 |
Taoki |
BBL |
| 18:55 |
w_laenger |
I think such a function would usually create too much lag |
| 18:55 |
w_laenger |
If you rejoin the sound disappeares |
| 19:00 |
w_laenger |
bye, bas |
| 19:54 |
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