8 static float audio_occlusion_current
= 0.0f
,
9 k_audio_occlusion_rate
= 1.0f
;
11 static int k_audio_debug_soundscape
= 0;
13 audio_clip audio_board
[] =
15 {.path
="sound/skate.ogg", .source_mode
=k_audio_source_compressed
},
16 {.path
="sound/wheel.ogg", .source_mode
=k_audio_source_compressed
},
17 {.path
="sound/slide.ogg", .source_mode
=k_audio_source_compressed
},
18 {.path
="sound/reverb.ogg",.source_mode
=k_audio_source_compressed
}
21 audio_clip audio_ding
=
22 { .path
= "sound/ding.ogg", .source_mode
=k_audio_source_compressed
};
24 audio_clip audio_jumps
[] = {
25 { .path
= "sound/jump0.ogg", .source_mode
=k_audio_source_compressed
, },
26 { .path
= "sound/jump1.ogg", .source_mode
=k_audio_source_compressed
, },
27 { .path
= "sound/jump2.ogg", .source_mode
=k_audio_source_compressed
, },
28 { .path
= "sound/jump3.ogg", .source_mode
=k_audio_source_compressed
, }
31 audio_clip audio_footsteps
[] = {
32 {.path
= "sound/step_concrete0.ogg", .source_mode
=k_audio_source_compressed
,},
33 {.path
= "sound/step_concrete1.ogg", .source_mode
=k_audio_source_compressed
,},
34 {.path
= "sound/step_concrete2.ogg", .source_mode
=k_audio_source_compressed
,},
35 {.path
= "sound/step_concrete3.ogg", .source_mode
=k_audio_source_compressed
,}
38 audio_clip audio_lands
[] = {
39 { .path
= "sound/revert0.ogg", .source_mode
=k_audio_source_compressed
},
40 { .path
= "sound/revert1.ogg", .source_mode
=k_audio_source_compressed
},
41 { .path
= "sound/revert2.ogg", .source_mode
=k_audio_source_compressed
},
42 { .path
= "sound/revert3.ogg", .source_mode
=k_audio_source_compressed
},
43 { .path
= "sound/revert4.ogg", .source_mode
=k_audio_source_compressed
}
46 audio_clip audio_water
[] = {
47 { .path
= "sound/wave0.ogg", .source_mode
=k_audio_source_compressed
},
48 { .path
= "sound/wave1.ogg", .source_mode
=k_audio_source_compressed
},
49 { .path
= "sound/wave2.ogg", .source_mode
=k_audio_source_compressed
},
50 { .path
= "sound/wave3.ogg", .source_mode
=k_audio_source_compressed
},
51 { .path
= "sound/wave4.ogg", .source_mode
=k_audio_source_compressed
},
52 { .path
= "sound/wave5.ogg", .source_mode
=k_audio_source_compressed
}
55 audio_clip audio_grass
[] = {
56 { .path
= "sound/grass0.ogg", .source_mode
=k_audio_source_compressed
},
57 { .path
= "sound/grass1.ogg", .source_mode
=k_audio_source_compressed
},
58 { .path
= "sound/grass2.ogg", .source_mode
=k_audio_source_compressed
},
59 { .path
= "sound/grass3.ogg", .source_mode
=k_audio_source_compressed
},
62 audio_clip audio_ambience
[] =
64 {.path
="sound/town_generic.ogg",
65 .source_mode
=k_audio_source_compressed
}
68 audio_clip audio_gate_pass
= {
69 .path
= "sound/gate_pass.ogg", .source_mode
=k_audio_source_compressed
72 audio_clip audio_gate_lap
= {
73 .path
= "sound/gate_lap.ogg", .source_mode
=k_audio_source_compressed
76 audio_clip audio_gate_ambient
= {
77 .path
= "sound/gate_ambient.ogg", .source_mode
=k_audio_source_compressed
80 audio_player ambient_player
=
85 audio_player ambient_sprites
[4] =
87 { .name
= "Ambient Sprites 0" },
88 { .name
= "Ambient Sprites 1" },
89 { .name
= "Ambient Sprites 2" },
90 { .name
= "Ambient Sprites 3" },
93 audio_player audio_player0
=
98 audio_player audio_player1
=
103 audio_player audio_player2
=
108 audio_player audio_player3
=
113 audio_player audio_player_extra
=
118 audio_player audio_player_gate
=
123 static void audio_init(void)
125 audio_player_init( &audio_player0
);
126 audio_player_init( &audio_player1
);
127 audio_player_init( &audio_player2
);
128 audio_player_init( &audio_player3
);
129 audio_player_init( &audio_player_gate
);
130 audio_player_init( &ambient_player
);
131 audio_player_init( &ambient_sprites
[0] );
132 audio_player_init( &ambient_sprites
[1] );
133 audio_player_init( &ambient_sprites
[2] );
134 audio_player_init( &ambient_sprites
[3] );
135 audio_player_init( &audio_player_extra
);
137 audio_clip_loadn( audio_board
, vg_list_size(audio_board
) );
138 audio_clip_loadn( audio_ambience
, vg_list_size(audio_ambience
) );
139 audio_clip_loadn( &audio_ding
, 1 );
140 audio_clip_loadn( &audio_gate_pass
, 1 );
141 audio_clip_loadn( &audio_gate_lap
, 1 );
142 audio_clip_loadn( &audio_gate_ambient
, 1 );
143 audio_clip_loadn( audio_jumps
, vg_list_size(audio_jumps
) );
144 audio_clip_loadn( audio_lands
, vg_list_size(audio_lands
) );
145 audio_clip_loadn( audio_water
, vg_list_size(audio_water
) );
146 audio_clip_loadn( audio_grass
, vg_list_size(audio_grass
) );
147 audio_clip_loadn( audio_footsteps
, vg_list_size(audio_footsteps
) );
150 u32 flags
= AUDIO_FLAG_LOOP
|AUDIO_FLAG_SPACIAL_3D
;
152 audio_player_set_flags( &audio_player0
, flags
);
153 audio_player_set_flags( &audio_player1
, flags
);
154 audio_player_set_flags( &audio_player2
, flags
);
155 audio_player_set_flags( &audio_player_gate
, flags
);
156 audio_player_set_flags( &audio_player3
, AUDIO_FLAG_LOOP
);
157 audio_player_set_flags( &ambient_player
, AUDIO_FLAG_LOOP
);
158 audio_player_set_flags( &ambient_sprites
[0], AUDIO_FLAG_SPACIAL_3D
);
159 audio_player_set_flags( &ambient_sprites
[1], AUDIO_FLAG_SPACIAL_3D
);
160 audio_player_set_flags( &ambient_sprites
[2], AUDIO_FLAG_SPACIAL_3D
);
161 audio_player_set_flags( &ambient_sprites
[3], AUDIO_FLAG_SPACIAL_3D
);
162 audio_player_set_vol( &ambient_player
, 1.0f
);
163 audio_player_set_vol( &audio_player_gate
, 5.0f
);
164 audio_player_set_vol( &audio_player_extra
, 1.0f
);
166 audio_player_playclip( &audio_player0
, &audio_board
[0] );
167 audio_player_playclip( &audio_player1
, &audio_board
[1] );
168 audio_player_playclip( &audio_player2
, &audio_board
[2] );
169 audio_player_playclip( &audio_player3
, &audio_board
[3] );
170 audio_player_playclip( &ambient_player
, &audio_ambience
[0] );
171 audio_player_playclip( &audio_player_gate
, &audio_gate_ambient
);
175 vg_convar_push( (struct vg_convar
){
176 .name
= "aud_debug_soundscape",
177 .data
= &k_audio_debug_soundscape
,
178 .data_type
= k_convar_dtype_i32
,
179 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
183 vg_convar_push( (struct vg_convar
){
184 .name
= "aud_occlusion_rate",
185 .data
= &k_audio_occlusion_rate
,
186 .data_type
= k_convar_dtype_f32
,
187 .opt_f32
= { .clamp
= 0 },
192 static void audio_free(void)
196 static void audio_sample_occlusion( v3f origin
)
199 sample_dist
= 880.0f
;
201 int sample_count
= 8;
206 for( int i
=0; i
<sample_count
; i
++ )
212 contact
.dist
= 15.0f
;
214 if( ray_world( origin
, dir
, &contact
) )
218 vg_line( origin
, contact
.pos
, 0xff0000ff );
219 vg_line_pt3( contact
.pos
, 0.1f
, 0xff0000ff );
222 vg_line( contact
.pos
, last
, 0xffffffff );
223 v3_copy( contact
.pos
, last
);
229 v3_muladds( origin
, dir
, sample_dist
, p1
);
230 vg_line( origin
, p1
, 0xffcccccc );
238 float occlusion
= 1.0f
- (d
* (1.0f
/(sample_dist
*(float)sample_count
))),
239 rate
= ktimestep
* k_audio_occlusion_rate
,
240 target
= powf( occlusion
, 6.0f
);
241 audio_occlusion_current
= vg_lerpf( audio_occlusion_current
, target
, rate
);
244 enum audio_sprite_type
246 k_audio_sprite_type_none
,
247 k_audio_sprite_type_grass
,
248 k_audio_sprite_type_water
252 * Trace out a random point, near the player to try and determine water areas
254 static enum audio_sprite_type
audio_sample_sprite_random( v3f origin
,
257 v3f chance
= { (vg_randf()-0.5f
) * 30.0f
,
259 (vg_randf()-0.5f
) * 30.0f
};
262 v3_add( chance
, origin
, pos
);
265 contact
.dist
= vg_minf( 16.0f
, pos
[1] );
268 if( ray_world( pos
, (v3f
){0.0f
,-1.0f
,0.0f
}, &contact
) )
270 if( ray_hit_is_ramp( &contact
) )
272 vg_line( pos
, contact
.pos
, 0xff0000ff );
273 vg_line_pt3( contact
.pos
, 0.3f
, 0xff0000ff );
274 return k_audio_sprite_type_none
;
277 v3_copy( contact
.pos
, output
);
278 return k_audio_sprite_type_grass
;
285 return k_audio_sprite_type_water
;
288 static void audio_debug_soundscapes(void)
290 if( !k_audio_debug_soundscape
) return;
293 snprintf( buf
, 31, "occlusion: %.5f", audio_occlusion_current
);
295 ui_global_ctx
.cursor
[0] = 450;
296 ui_global_ctx
.cursor
[1] = 10;
297 ui_global_ctx
.cursor
[2] = audio_occlusion_current
* 200.0f
;
298 ui_global_ctx
.cursor
[3] = 20;
300 gui_fill_rect( ui_global_ctx
.cursor
, 0x55cccccc );
301 gui_text( ui_global_ctx
.cursor
, buf
, 1, 0 );