Falling nodes should make a sound. This can only be done here,
so for simplicity we just call the sound_play() here with the node
place sound. We ignore any gain value in the sound spec since a
falling node should be loud, so the 1.0 default gain makes sense
here.
end
end
-- Create node and remove entity
- if core.registered_nodes[self.node.name] then
+ local def = core.registered_nodes[self.node.name]
+ if def then
core.add_node(np, self.node)
if self.meta then
local meta = core.get_meta(np)
meta:from_table(self.meta)
end
+ if def.sounds and def.sounds.place and def.sounds.place.name then
+ core.sound_play(def.sounds.place, {pos = np})
+ end
end
self.object:remove()
core.check_for_falling(np)