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Sounds: Partial revert of #14436 and #14341 (#14889)

This reverts functional changes of:
 * commit bf52d1e6 (#14436)
 * commit 63a98538 (#14341)
This commit is contained in:
SmallJoker 2024-07-30 21:25:50 +02:00 committed by GitHub
parent 2ba1d60ba5
commit 26deb26f17
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4 changed files with 6 additions and 61 deletions

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@ -1103,7 +1103,6 @@ Table used to specify how a sound is played:
-- its end in `-start_time` seconds.
-- It is unspecified what happens if `loop` is false and `start_time` is
-- smaller than minus the sound's length.
-- Available since feature `sound_params_start_time`.
loop = false,
@ -1117,21 +1116,6 @@ Table used to specify how a sound is played:
-- Attach the sound to an object.
-- Can't be used together with `pos`.
-- For backward compatibility, sounds continue playing at the last location
-- of the object if an object is removed (for example if an entity dies).
-- It is not recommended to rely on this.
-- For death sounds, prefer playing a positional sound instead.
-- If you want to stop a sound when an entity dies or is deactivated,
-- store the handle and call `minetest.sound_stop` in `on_die` / `on_deactivate`.
-- Ephemeral sounds are entirely unaffected by the object being removed
-- or leaving the active object range.
-- Non-ephemeral sounds stop playing on clients if objects leave
-- the active object range; they should start playing again if objects
--- come back into range (but due to a known bug, they don't yet).
to_player = name,
-- Only play for this player.
-- Can't be used together with `exclude_player`.