+
+ audio_lock();
+ audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar, 80.0f );
+ audio_set_lfo_frequency( 0, 20.0f );
+ audio_unlock();
+}
+
+VG_STATIC void audio_update(void)
+{
+#if 0
+ static u32 flapflop = 0x00;
+ static audio_channel *channel = NULL;
+
+ u32 next = floorf( vg.time / 0.1f );
+
+ if( flapflop != next )
+ {
+ flapflop = next;
+
+ audio_lock();
+ channel = audio_channel_crossfade( channel,
+ &audio_music[ next & 0x1 ], 0.05f,
+ AUDIO_FLAG_LOOP|AUDIO_FLAG_SPACIAL_3D
+ );
+ channel = audio_channel_set_spacial( channel,
+ (v3f){ -22.3f, 60.1f, -52.7f },
+ 50.0f );
+
+ audio_channel_sidechain_lfo( channel, 0, 1.0f );
+ audio_unlock();
+ }
+#endif