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

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# Sound API
## Option 1: Agnostically depend
You can do this by using a custom field in your node def instead of the `sounds` key.
```lua
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
```lua
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.