+audio_player audio_player3 =
+{
+ .name = "Player3",
+};
+
+audio_player audio_player_extra =
+{
+ .name = "PlayerInst"
+};
+
+audio_player audio_player_gate =
+{
+ .name = "Gate"
+};
+
+VG_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_player_init( &audio_rewind_player );
+
+ audio_clip_loadn( audio_board, vg_list_size(audio_board), NULL );
+ audio_clip_loadn( audio_ambience, vg_list_size(audio_ambience), NULL );
+ audio_clip_loadn( &audio_splash, 1, NULL );
+ audio_clip_loadn( &audio_gate_pass, 1, NULL );
+ audio_clip_loadn( &audio_gate_lap, 1, NULL );
+ audio_clip_loadn( &audio_gate_ambient, 1, NULL );
+ audio_clip_loadn( audio_jumps, vg_list_size(audio_jumps), NULL );
+ audio_clip_loadn( audio_lands, vg_list_size(audio_lands), NULL );
+ audio_clip_loadn( audio_water, vg_list_size(audio_water), NULL );
+ audio_clip_loadn( audio_grass, vg_list_size(audio_grass), NULL );
+ audio_clip_loadn( audio_footsteps, vg_list_size(audio_footsteps), NULL );
+ audio_clip_loadn( audio_footsteps_grass,
+ vg_list_size(audio_footsteps_grass), NULL );
+ audio_clip_loadn( audio_footsteps_wood,
+ vg_list_size(audio_footsteps_wood), NULL );
+ audio_clip_loadn( audio_rewind, vg_list_size(audio_rewind), NULL );
+ audio_clip_loadn( audio_ui, vg_list_size(audio_ui), NULL );
+
+ 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, 0.0f );
+ audio_player_set_vol( &audio_player_extra, 1.0f );
+ audio_player_set_vol( &audio_rewind_player, 0.2f );
+ audio_player_set_flags( &audio_rewind_player, 0x00 );
+
+ 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();
+
+ vg_convar_push( (struct vg_convar){
+ .name = "aud_debug_soundscape",
+ .data = &k_audio_debug_soundscape,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "aud_occlusion_rate",
+ .data = &k_audio_occlusion_rate,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+}
+
+VG_STATIC void audio_free(void*_)
+{
+ /* TODO! */
+ vg_warn( "UNIMPLEMENTED: audio_free()\n" );
+}
+
+VG_STATIC void audio_sample_occlusion( v3f origin )
+{
+ float d = 0.0f,
+ sample_dist = 880.0f;
+
+ int sample_count = 8;
+
+ int lv = 0;
+ v3f last;
+ v3_zero(last);
+
+ for( int i=0; i<sample_count; i++ )
+ {
+ v3f dir;
+ vg_rand_dir( dir );
+
+ ray_hit contact;
+ contact.dist = 15.0f;
+
+ if( ray_world( origin, dir, &contact ) )
+ {
+ d += contact.dist;
+
+#if 0
+ vg_line( origin, contact.pos, 0xff0000ff );
+ vg_line_pt3( contact.pos, 0.1f, 0xff0000ff );
+
+ if( lv )
+ vg_line( contact.pos, last, 0xffffffff );
+#endif
+
+ v3_copy( contact.pos, last );
+ lv = 1;
+ }
+ else
+ {
+ v3f p1;
+ v3_muladds( origin, dir, sample_dist, p1 );
+
+#if 0
+ vg_line( origin, p1, 0xffcccccc );
+#endif
+
+ d += sample_dist;
+ lv = 0;
+ }
+
+ }
+
+ 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 );
+ 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
+ */
+VG_STATIC enum audio_sprite_type audio_sample_sprite_random( v3f origin,
+ v3f output )