{
audio_player_set_position( &audio_player_extra, phys->rb.co );
audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
audio_player_set_vol( &audio_player_extra, 2.0f );
{
audio_player_set_position( &audio_player_extra, phys->rb.co );
audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
audio_player_set_vol( &audio_player_extra, 2.0f );
- audio_player_playclip( &audio_player_extra, &audio_lands[rand()%5] );
+
+ if( (fabsf(phys->slip) > 0.75f) )
+ {
+ audio_player_playclip( &audio_player_extra, &audio_lands[rand()%2+3] );
+ }
+ else
+ {
+ audio_player_playclip( &audio_player_extra, &audio_lands[rand()%3] );
+ }
audio_player_set_position( &audio_player_gate, world.render_gate_pos );
audio_player_set_vol( &audio_player_gate, 5.0f );
audio_player_set_position( &audio_player_gate, world.render_gate_pos );
audio_player_set_vol( &audio_player_gate, 5.0f );
/* TODO, Make function */
v3_copy( ears, vg_audio.listener_ears );
/* TODO, Make function */
v3_copy( ears, vg_audio.listener_ears );
- 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 );
float reverb_amt = vol0 * audio_occlusion_current * 0.5f;
audio_player_set_pan( &audio_player3, 0.0f );