{.path="sound/reverb.ogg",.source_mode=k_audio_source_compressed }
};
-audio_clip audio_ding =
-{ .path = "sound/ding.ogg", .source_mode=k_audio_source_compressed };
+audio_clip audio_splash =
+{ .path = "sound/splash.ogg", .source_mode=k_audio_source_compressed };
audio_clip audio_jumps[] = {
{ .path = "sound/jump0.ogg", .source_mode=k_audio_source_compressed, },
{ .path = "sound/revert4.ogg", .source_mode=k_audio_source_compressed }
};
+audio_clip audio_water[] = {
+ { .path = "sound/wave0.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave1.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave2.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave3.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave4.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave5.ogg", .source_mode=k_audio_source_compressed }
+};
+
+audio_clip audio_grass[] = {
+ { .path = "sound/grass0.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/grass1.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/grass2.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/grass3.ogg", .source_mode=k_audio_source_compressed },
+};
+
audio_clip audio_ambience[] =
{
{.path="sound/town_generic.ogg",
.name = "Ambience"
};
+audio_player ambient_sprites[4] =
+{
+ { .name = "Ambient Sprites 0" },
+ { .name = "Ambient Sprites 1" },
+ { .name = "Ambient Sprites 2" },
+ { .name = "Ambient Sprites 3" },
+};
+
audio_player audio_player0 =
{
.name = "Player0",
audio_player_init( &audio_player3 );
audio_player_init( &audio_player_gate );
audio_player_init( &ambient_player );
+ audio_player_init( &ambient_sprites[0] );
+ audio_player_init( &ambient_sprites[1] );
+ audio_player_init( &ambient_sprites[2] );
+ audio_player_init( &ambient_sprites[3] );
audio_player_init( &audio_player_extra );
audio_clip_loadn( audio_board, vg_list_size(audio_board) );
audio_clip_loadn( audio_ambience, vg_list_size(audio_ambience) );
- audio_clip_loadn( &audio_ding, 1 );
+ audio_clip_loadn( &audio_splash, 1 );
audio_clip_loadn( &audio_gate_pass, 1 );
audio_clip_loadn( &audio_gate_lap, 1 );
audio_clip_loadn( &audio_gate_ambient, 1 );
audio_clip_loadn( audio_jumps, vg_list_size(audio_jumps) );
audio_clip_loadn( audio_lands, vg_list_size(audio_lands) );
+ audio_clip_loadn( audio_water, vg_list_size(audio_water) );
+ audio_clip_loadn( audio_grass, vg_list_size(audio_grass) );
audio_clip_loadn( audio_footsteps, vg_list_size(audio_footsteps) );
audio_lock();
audio_player_set_flags( &audio_player_gate, flags );
audio_player_set_flags( &audio_player3, AUDIO_FLAG_LOOP );
audio_player_set_flags( &ambient_player, AUDIO_FLAG_LOOP );
+ audio_player_set_flags( &ambient_sprites[0], AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_flags( &ambient_sprites[1], AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_flags( &ambient_sprites[2], AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_flags( &ambient_sprites[3], AUDIO_FLAG_SPACIAL_3D );
audio_player_set_vol( &ambient_player, 1.0f );
audio_player_set_vol( &audio_player_gate, 5.0f );
audio_player_set_vol( &audio_player_extra, 1.0f );
audio_occlusion_current = vg_lerpf( audio_occlusion_current, target, rate );
}
+enum audio_sprite_type
+{
+ k_audio_sprite_type_none,
+ k_audio_sprite_type_grass,
+ k_audio_sprite_type_water
+};
+
+/*
+ * Trace out a random point, near the player to try and determine water areas
+ */
+static enum audio_sprite_type audio_sample_sprite_random( v3f origin,
+ v3f output )
+{
+ v3f chance = { (vg_randf()-0.5f) * 30.0f,
+ 8.0f,
+ (vg_randf()-0.5f) * 30.0f };
+
+ v3f pos;
+ v3_add( chance, origin, pos );
+
+ ray_hit contact;
+ contact.dist = vg_minf( 16.0f, pos[1] );
+
+
+ if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) )
+ {
+ if( ray_hit_is_ramp( &contact ) )
+ {
+ vg_line( pos, contact.pos, 0xff0000ff );
+ vg_line_pt3( contact.pos, 0.3f, 0xff0000ff );
+ return k_audio_sprite_type_none;
+ }
+
+ v3_copy( contact.pos, output );
+ return k_audio_sprite_type_grass;
+ }
+
+ output[0] = pos[0];
+ output[1] = 0.0f;
+ output[2] = pos[2];
+
+ return k_audio_sprite_type_water;
+}
+
static void audio_debug_soundscapes(void)
{
if( !k_audio_debug_soundscape ) return;