}
static float air = 0.0f;
- air = vg_lerpf(air, phys->in_air? 1.0f: 0.0f, 5.0f*VG_TIMESTEP_FIXED );
+ air = vg_lerpf( air, phys->in_air? 1.0f: 0.0f, 5.0f*vg.time_delta );
/* Spacial info */
v3f ears = { 1.0f,0.0f,0.0f };
v3f delta;
- float *cam = player.camera[3],
+ float *cam = camera_pos,
*pos = phys->rb.co;
audio_player_set_position( &audio_player0, phys->rb.co );
audio_player_set_position( &audio_player_gate, world.render_gate_pos );
audio_player_set_vol( &audio_player_gate, 5.0f );
- v3_sub( phys->rb.co, player.camera[3], delta );
+ v3_sub( phys->rb.co, camera_pos, delta );
v3_normalize( delta );
- m3x3_mulv( player.camera, ears, ears );
+ m3x3_mulv( camera_mtx, ears, ears );
/* TODO, Make function */
v3_copy( ears, vg_audio.listener_ears );
- v3_copy( player.camera[3], vg_audio.listener_pos );
+ v3_copy( camera_pos, vg_audio.listener_pos );
/* Tunnel / occlusion */
- audio_sample_occlusion( player.camera[3] );
+ audio_sample_occlusion( camera_pos );
int sprite_avail = -1;
for( int i=0; i<vg_list_size(ambient_sprites); i++ )
vol1 = air *attn,
vol2 = (1.0f-air)*attn*slide;
- audio_player_set_vol( &audio_player0, vol0 );
- audio_player_set_vol( &audio_player1, vol1 );
- audio_player_set_vol( &audio_player2, vol2 );
+ audio_player_set_vol( &audio_player0, vol0*vg.time_rate );
+ audio_player_set_vol( &audio_player1, vol1*vg.time_rate );
+ audio_player_set_vol( &audio_player2, vol2*vg.time_rate );
float reverb_amt = vol0 * audio_occlusion_current * 0.5f;
audio_player_set_pan( &audio_player3, 0.0f );
- audio_player_set_vol( &audio_player3, reverb_amt );
+ audio_player_set_vol( &audio_player3, reverb_amt*vg.time_rate );
}
#if 0