Music in Minetest...

User avatar
spootonium
Member
 
Posts: 94
Joined: Fri May 02, 2014 01:38

Re: Music in Minetest...

by spootonium » Sun Jun 15, 2014 07:51

Krock wrote:Short question: How to detect in which biome a player is?


HeroOfTheWinds' [tempidity] is a simple demonstration of how temerature and humidity data (which control biome generation) can be polled for player position, during play. That data (as well as things like elevation, sea-level, and light level) can be used to make valid inferences about the player's surroundings, and select music and other ambience accordingly.

[EDIT] A though struck me while I was posting this. It might be possible to do things like differentiation in the displacement domain (dx / dd) to the temperature-humidity data in order to guess what biome the player might move into next. That would allow preloading of media in anticipation of a biome change. The problem is that I don't know how well that would work with Perlin-generated noise.
I write code. Sometimes, it even works.
 

User avatar
spootonium
Member
 
Posts: 94
Joined: Fri May 02, 2014 01:38

Re: Music in Minetest...

by spootonium » Thu Jun 26, 2014 14:40

Diagram demonstrating one possible (somewhat simplistic) implementation of server-side score generation. The idea is that the server would generate a score per biome. One of these would be fed to the player (as a stream of OpenSound packets, or MIDI notes, or whatever), depending on their location. Although it could in theory be achieved in Lua, making it a feature of the server code would be prefereable, performance-wise.
Attachments
mt_music_generation.png
Flowchart
mt_music_generation.png (105.73 KiB) Viewed 1146 times
I write code. Sometimes, it even works.
 

User avatar
ExeterDad
Member
 
Posts: 1121
Joined: Sun Jun 01, 2014 20:00
In-game: ExeterDad

Re: Music in Minetest...

by ExeterDad » Thu Jun 26, 2014 18:48

I vote server or property owners set music choice. Powered by shoutcast or the like. Using gstreamer plugins. Video on a node surface can be accomplished like this as well. Second Life uses this approach. Pretty cool
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

User avatar
Dopium
Member
 
Posts: 233
Joined: Sat Jun 09, 2012 15:43

Re: Music in Minetest...

by Dopium » Sun Mar 15, 2015 09:32

Thought i would stroll onto Minetest forums been a while and suggest maybe ambient sounds, would defiantly add more atmosphere to the game.
 

PentaBear
New member
 
Posts: 1
Joined: Mon Mar 16, 2015 00:28
GitHub: Pentamonium
In-game: Pentamonium

Re: Music in Minetest...

by PentaBear » Mon Mar 16, 2015 00:54

spootonium wrote:Diagram demonstrating one possible (somewhat simplistic) implementation of server-side score generation. The idea is that the server would generate a score per biome. One of these would be fed to the player (as a stream of OpenSound packets, or MIDI notes, or whatever), depending on their location. Although it could in theory be achieved in Lua, making it a feature of the server code would be prefereable, performance-wise.


Has anything happend in this direction? Where could I find out more?
 

User avatar
rubenwardy
Member
 
Posts: 4500
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: Music in Minetest...

by rubenwardy » Mon Mar 16, 2015 08:44

There's an issue on GitHub talking about this:

https://github.com/minetest/minetest/issues/2272
 

User avatar
Dopium
Member
 
Posts: 233
Joined: Sat Jun 09, 2012 15:43

Re: Music in Minetest...

by Dopium » Tue Mar 17, 2015 06:36

rubenwardy wrote:There's an issue on GitHub talking about this:

https://github.com/minetest/minetest/issues/2272

Nice, thanks for the link
 

Previous

Return to Minetest Features

Who is online

Users browsing this forum: No registered users and 6 guests

cron