9 static void player_audio(void)
11 struct player_phys
*phys
= &player
.phys
;
18 static double last_revert
= -2000.0;
25 double revert_delta
= vg_time
- last_revert
;
26 if( phys
->on_board
&& (!_air
&& l2
) && (fabsf(phys
->slip
) > 0.5f
) &&
27 (revert_delta
> 0.7) )
29 audio_player_set_position( &audio_player_extra
, phys
->rb
.co
);
30 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
31 audio_player_set_vol( &audio_player_extra
, 2.0f
);
32 audio_player_playclip( &audio_player_extra
, &audio_lands
[rand()%5] );
34 last_revert
= vg_time
;
37 static float air
= 0.0f
;
38 air
= vg_lerpf(air
, phys
->in_air
? 1.0f
: 0.0f
, 5.0f
*ktimestep
);
41 v3f ears
= { 1.0f
,0.0f
,0.0f
};
44 float *cam
= player
.camera
[3],
47 audio_player_set_position( &audio_player0
, phys
->rb
.co
);
48 audio_player_set_position( &audio_player1
, phys
->rb
.co
);
49 audio_player_set_position( &audio_player2
, phys
->rb
.co
);
50 audio_player_set_position( &audio_player_gate
, world
.render_gate_pos
);
52 v3_sub( phys
->rb
.co
, player
.camera
[3], delta
);
53 v3_normalize( delta
);
54 m3x3_mulv( player
.camera
, ears
, ears
);
56 /* TODO, Make function */
57 v3_copy( ears
, vg_audio
.listener_ears
);
58 v3_copy( player
.camera
[3], vg_audio
.listener_pos
);
60 /* Tunnel / occlusion */
61 audio_sample_occlusion( player
.camera
[3] );
63 int sprite_avail
= -1;
64 for( int i
=0; i
<vg_list_size(ambient_sprites
); i
++ )
66 if( !audio_player_is_playing( &ambient_sprites
[i
] ) )
73 if( sprite_avail
!= -1 )
76 enum audio_sprite_type sprite_type
=
77 audio_sample_sprite_random( phys
->rb
.co
, waterpos
);
79 if( sprite_type
!= k_audio_sprite_type_none
)
81 audio_player
*avail
= &ambient_sprites
[ sprite_avail
];
83 audio_player_set_vol( avail
, 20.0f
);
84 audio_player_set_flags( avail
, AUDIO_FLAG_SPACIAL_3D
);
85 audio_player_set_position( avail
, waterpos
);
87 if( sprite_type
== k_audio_sprite_type_grass
)
89 audio_player_playclip( avail
, &audio_grass
[rand()%4] );
91 else if( sprite_type
== k_audio_sprite_type_water
)
93 audio_player_playclip( avail
, &audio_water
[rand()%6] );
98 if( freecam
|| player
.is_dead
|| !phys
->on_board
)
100 audio_player_set_vol( &audio_player0
, 0.0f
);
101 audio_player_set_vol( &audio_player1
, 0.0f
);
102 audio_player_set_vol( &audio_player2
, 0.0f
);
103 audio_player_set_vol( &audio_player3
, 0.0f
);
106 if( vg_fractf(player
.walk_timer
) > 0.5f
)
111 if( (player
.step_phase
!= walk_phase
) && !phys
->in_air
)
113 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
114 audio_player_set_position( &audio_player_extra
, phys
->rb
.co
);
115 audio_player_set_vol( &audio_player_extra
, 6.0f
);
116 audio_player_playclip( &audio_player_extra
,
117 &audio_footsteps
[rand()%4] );
120 player
.step_phase
= walk_phase
;
125 float speed
= vg_minf(v3_length( phys
->rb
.v
)*0.1f
,1.0f
),
127 slide
= vg_clampf( fabsf(phys
->slip
), 0.0f
, 1.0f
),
128 vol0
= (1.0f
-air
)*attn
*(1.0f
-slide
),
130 vol2
= (1.0f
-air
)*attn
*slide
;
132 audio_player_set_vol( &audio_player0
, vol0
);
133 audio_player_set_vol( &audio_player1
, vol1
);
134 audio_player_set_vol( &audio_player2
, vol2
);
136 float reverb_amt
= vol0
* audio_occlusion_current
* 0.5f
;
137 audio_player_set_pan( &audio_player3
, 0.0f
);
138 audio_player_set_vol( &audio_player3
, reverb_amt
);
142 world_audio_update( cam
, ears
);
147 #endif /* PLAYER_AUDIO_H */