static int k_audio_debug_soundscape = 0;
-
audio_clip audio_board[] =
{
- {.path="sound/skate.ogg", .source_mode=k_audio_source_mono_compressed },
- {.path="sound/wheel.ogg", .source_mode=k_audio_source_mono_compressed },
- {.path="sound/slide.ogg", .source_mode=k_audio_source_mono_compressed },
- {.path="sound/reverb.ogg",.source_mode=k_audio_source_mono_compressed }
+ {.path="sound/skate.ogg", .source_mode=k_audio_source_compressed },
+ {.path="sound/wheel.ogg", .source_mode=k_audio_source_compressed },
+ {.path="sound/slide.ogg", .source_mode=k_audio_source_compressed },
+ {.path="sound/reverb.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/jump1.ogg", .source_mode=k_audio_source_compressed, },
+ { .path = "sound/jump2.ogg", .source_mode=k_audio_source_compressed, },
+ { .path = "sound/jump3.ogg", .source_mode=k_audio_source_compressed, }
+};
+
+audio_clip audio_footsteps[] = {
+ {.path = "sound/step_concrete0.ogg", .source_mode=k_audio_source_compressed,},
+ {.path = "sound/step_concrete1.ogg", .source_mode=k_audio_source_compressed,},
+ {.path = "sound/step_concrete2.ogg", .source_mode=k_audio_source_compressed,},
+ {.path = "sound/step_concrete3.ogg", .source_mode=k_audio_source_compressed,}
+};
+
+audio_clip audio_lands[] = {
+ { .path = "sound/revert0.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/revert1.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/revert2.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/revert3.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",
+ .source_mode=k_audio_source_compressed }
+};
+
+audio_clip audio_gate_pass = {
+ .path = "sound/gate_pass.ogg", .source_mode=k_audio_source_compressed
+};
+
+audio_clip audio_gate_lap = {
+ .path = "sound/gate_lap.ogg", .source_mode=k_audio_source_compressed
+};
+
+audio_clip audio_gate_ambient = {
+.path = "sound/gate_ambient.ogg", .source_mode=k_audio_source_compressed
+};
+
+audio_player ambient_player =
+{
+ .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 = "Player3",
};
+audio_player audio_player_extra =
+{
+ .name = "PlayerInst"
+};
+
+audio_player audio_player_gate =
+{
+ .name = "Gate"
+};
+
static void audio_init(void)
{
+ audio_player_init( &audio_player0 );
+ audio_player_init( &audio_player1 );
+ audio_player_init( &audio_player2 );
+ 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_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();
u32 flags = AUDIO_FLAG_LOOP|AUDIO_FLAG_SPACIAL_3D;
audio_player_set_flags( &audio_player0, flags );
audio_player_set_flags( &audio_player1, flags );
audio_player_set_flags( &audio_player2, flags );
+ 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_player_playclip( &audio_player0, &audio_board[0] );
audio_player_playclip( &audio_player1, &audio_board[1] );
audio_player_playclip( &audio_player2, &audio_board[2] );
audio_player_playclip( &audio_player3, &audio_board[3] );
+ audio_player_playclip( &ambient_player, &audio_ambience[0] );
+ audio_player_playclip( &audio_player_gate, &audio_gate_ambient );
audio_unlock();
int sample_count = 8;
+ int lv = 0;
+ v3f last;
+
for( int i=0; i<sample_count; i++ )
{
v3f dir;
vg_line( origin, contact.pos, 0xff0000ff );
vg_line_pt3( contact.pos, 0.1f, 0xff0000ff );
+
+ if( lv )
+ vg_line( contact.pos, last, 0xffffffff );
+ v3_copy( contact.pos, last );
+ lv = 1;
}
else
{
vg_line( origin, p1, 0xffcccccc );
d += sample_dist;
+ lv = 0;
}
+
}
float occlusion = 1.0f - (d * (1.0f/(sample_dist*(float)sample_count))),
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;