{ .path="sound/skate.ogg" },
{ .path="sound/wheel.ogg" },
{ .path="sound/slide.ogg" },
- { .path="sound/reverb.ogg" }
+ { .path="sound/reverb.ogg" },
+ { .path="sound/grind_loop.ogg" },
+ { .path="sound/grind_enter.ogg" },
+ { .path="sound/grind_exit.ogg" }
};
audio_clip audio_splash =
.name = "Player3",
};
+audio_player audio_player4 =
+{
+ .name = "Player4",
+};
+
audio_player audio_player_extra =
{
.name = "PlayerInst"
audio_player_init( &audio_player1 );
audio_player_init( &audio_player2 );
audio_player_init( &audio_player3 );
+ audio_player_init( &audio_player4 );
audio_player_init( &audio_player_gate );
audio_player_init( &ambient_player );
audio_player_init( &ambient_sprites[0] );
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_player4, 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_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( &audio_player4, &audio_board[4] );
audio_player_playclip( &ambient_player, &audio_ambience[0] );
audio_player_playclip( &audio_player_gate, &audio_gate_ambient );
audio_unlock();
- vg_convar_push( (struct vg_convar){
+ vg_var_push( (struct vg_var){
.name = "aud_debug_soundscape",
.data = &k_audio_debug_soundscape,
- .data_type = k_convar_dtype_i32,
+ .data_type = k_var_dtype_i32,
.opt_i32 = { .min=0, .max=1, .clamp=0 },
.persistent = 1
});
- vg_convar_push( (struct vg_convar){
+ vg_var_push( (struct vg_var){
.name = "aud_occlusion_rate",
.data = &k_audio_occlusion_rate,
- .data_type = k_convar_dtype_f32,
+ .data_type = k_var_dtype_f32,
.opt_f32 = { .clamp = 0 },
.persistent = 1
});
}
-VG_STATIC void audio_free(void*_)
+VG_STATIC void audio_free(void)
{
/* TODO! */
vg_warn( "UNIMPLEMENTED: audio_free()\n" );
float occlusion = 1.0f - (d * (1.0f/(sample_dist*(float)sample_count))),
rate = VG_TIMESTEP_FIXED * k_audio_occlusion_rate,
- target = powf( occlusion, 6.0f );
+ target = powf( vg_maxf(occlusion,0.0f), 6.0f );
audio_occlusion_current = vg_lerpf( audio_occlusion_current, target, rate );
}