simple-shooter-game/mods/misc/xcompat/doc/sounds.md
IonicCheese 17eeae8937
Massive update (#6)
* Refactor some of the code, multiple bug fixes

* Fix something stupid

* More bug fixes

* LOTS OF STUFF

* Make the sniper alot stronger and other changes

* Prevent Players from respawning in the middle of a match

* Fix stupid mistake

* Small update

* More updates

* Remove minimap access.. and downgrade the sniper class
2025-12-10 23:17:42 -04:00

1 KiB

Sound API

Option 1: Agnostically depend

You can do this by using a custom field in your node def instead of the sounds key.

minetest.register_node(nodename, {
    ...
    _sound_def = {
        key = "",
        input = {},
    },
    ...
})

where:

  • key: string name of the field from the sound api you want to use, for example node_sound_stone_defaults
  • input: table input of fields you want passed to the key field, used to override specific sounds.

Option 2: Hard depend

add this mod to your mod.confs depends and directly call the sound_api as follows

minetest.register_node(nodename, {
    ...
    sounds = xcompat.sounds.node_sound_stone_defaults(input)
    ...
})
  • input: optional table to override some or all of returned values

Note

In some instances, when sounds are defined by strings and the sound doesn't belong to a block or anything mod-specific, xcompat may not be needed. E.g. the sound "default_dig_choppy" is accessed in the same way in both Mineclonia and Minetest Game, without xcompat.