{
struct player_phys *phys = &player.phys;
- static int _ding = 0;
-
- int last = _ding;
- _ding = glfwGetKey(vg_window, GLFW_KEY_C);
-
- int trigger_ding = 0;
- if( _ding && !last )
- trigger_ding = 1;
-
static int _air = 0;
int l2 = _air;
float *cam = player.camera[3],
*pos = phys->rb.co;
- if( trigger_ding )
- audio_player_playclip( &audio_player_extra, &audio_ding );
-
audio_player_set_position( &audio_player0, phys->rb.co );
audio_player_set_position( &audio_player1, phys->rb.co );
audio_player_set_position( &audio_player2, phys->rb.co );
audio_player_set_vol( &audio_player0, 0.0f );
audio_player_set_vol( &audio_player1, 0.0f );
audio_player_set_vol( &audio_player2, 0.0f );
+ audio_player_set_vol( &audio_player3, 0.0f );
int walk_phase = 0;
if( vg_fractf(player.walk_timer) > 0.5f )