well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / player_audio.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef PLAYER_AUDIO_H
6 #define PLAYER_AUDIO_H
7
8 #include "player.h"
9
10 /*
11 * Audio
12 */
13 VG_STATIC void player_audio(void)
14 {
15 struct player_phys *phys = &player.phys;
16
17 static int _air = 0;
18
19 int l2 = _air;
20 _air = phys->in_air;
21
22 static double last_revert = -2000.0;
23
24
25
26
27 audio_lock();
28
29 double revert_delta = vg.time - last_revert;
30 if( phys->on_board && (!_air && l2) && (revert_delta > 0.7) &&
31 (player.air_time > 0.5f) )
32 {
33 audio_player_set_position( &audio_player_extra, phys->rb.co );
34 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
35 audio_player_set_vol( &audio_player_extra, 2.0f );
36
37 if( (fabsf(phys->slip) > 0.75f) )
38 {
39 audio_player_playclip( &audio_player_extra, &audio_lands[rand()%2+3] );
40 }
41 else
42 {
43 audio_player_playclip( &audio_player_extra, &audio_lands[rand()%3] );
44 }
45
46 last_revert = vg.time;
47 }
48
49 static float air = 0.0f;
50 air = vg_lerpf( air, phys->in_air? 1.0f: 0.0f, 5.0f*vg.time_delta );
51
52 /* Spacial info */
53 v3f ears = { 1.0f,0.0f,0.0f };
54 v3f delta;
55
56 float *cam = camera_pos,
57 *pos = phys->rb.co;
58
59 audio_player_set_position( &audio_player0, phys->rb.co );
60 audio_player_set_position( &audio_player1, phys->rb.co );
61 audio_player_set_position( &audio_player2, phys->rb.co );
62 audio_player_set_position( &audio_player_gate, world.render_gate_pos );
63 audio_player_set_vol( &audio_player_gate, 5.0f );
64
65 v3_sub( phys->rb.co, camera_pos, delta );
66 v3_normalize( delta );
67 m3x3_mulv( camera_mtx, ears, ears );
68
69 /* TODO, Make function */
70 v3_copy( ears, vg_audio.listener_ears );
71 v3_copy( camera_pos, vg_audio.listener_pos );
72
73 /* Tunnel / occlusion */
74 audio_sample_occlusion( camera_pos );
75
76 int sprite_avail = -1;
77 for( int i=0; i<vg_list_size(ambient_sprites); i++ )
78 {
79 if( !audio_player_is_playing( &ambient_sprites[i] ) )
80 {
81 sprite_avail = i;
82 break;
83 }
84 }
85
86 if( sprite_avail != -1 )
87 {
88 v3f waterpos;
89 enum audio_sprite_type sprite_type =
90 audio_sample_sprite_random( phys->rb.co, waterpos );
91
92 if( sprite_type != k_audio_sprite_type_none )
93 {
94 audio_player *avail = &ambient_sprites[ sprite_avail ];
95
96 audio_player_set_vol( avail, 20.0f );
97 audio_player_set_flags( avail, AUDIO_FLAG_SPACIAL_3D );
98 audio_player_set_position( avail, waterpos );
99
100 if( sprite_type == k_audio_sprite_type_grass )
101 {
102 audio_player_playclip( avail, &audio_grass[rand()%4] );
103 }
104 else if( sprite_type == k_audio_sprite_type_water )
105 {
106 audio_player_playclip( avail, &audio_water[rand()%6] );
107 }
108 }
109 }
110
111 if( freecam || player.is_dead || !phys->on_board )
112 {
113 audio_player_set_vol( &audio_player0, 0.0f );
114 audio_player_set_vol( &audio_player1, 0.0f );
115 audio_player_set_vol( &audio_player2, 0.0f );
116 audio_player_set_vol( &audio_player3, 0.0f );
117
118 int walk_phase = 0;
119 if( vg_fractf(player.walk_timer) > 0.5f )
120 walk_phase = 1;
121 else
122 walk_phase = 0;
123
124 if( (player.step_phase != walk_phase) && !phys->in_air )
125 {
126 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
127 audio_player_set_position( &audio_player_extra, phys->rb.co );
128 audio_player_set_vol( &audio_player_extra, 6.0f );
129 audio_player_playclip( &audio_player_extra,
130 &audio_footsteps[rand()%4] );
131 }
132
133 player.step_phase = walk_phase;
134 }
135 else
136 {
137 /* Composite */
138 float speed = vg_minf(v3_length( phys->rb.v )*0.1f,1.0f),
139 attn = speed,
140 slide = vg_clampf( fabsf(phys->slip), 0.0f, 1.0f ),
141 vol0 = (1.0f-air)*attn*(1.0f-slide),
142 vol1 = air *attn,
143 vol2 = (1.0f-air)*attn*slide;
144
145 audio_player_set_vol( &audio_player0, vol0*vg.time_rate );
146 audio_player_set_vol( &audio_player1, vol1*vg.time_rate );
147 audio_player_set_vol( &audio_player2, vol2*vg.time_rate );
148
149 float reverb_amt = vol0 * audio_occlusion_current * 0.5f;
150 audio_player_set_pan( &audio_player3, 0.0f );
151 audio_player_set_vol( &audio_player3, reverb_amt*vg.time_rate );
152 }
153
154 #if 0
155 world_audio_update( cam, ears );
156 #endif
157 audio_unlock();
158
159 if( player.phys.in_air )
160 player.air_time += vg.time_delta;
161 else
162 player.air_time = 0.0f;
163
164 }
165
166 #endif /* PLAYER_AUDIO_H */