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minor changes to be on track with vg revision
[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_audio.c
diff --git
a/world_audio.c
b/world_audio.c
index 8a167e402b4889c753a2489be87eeead1a58c172..826e20a4ce708a80fc33a15050b21d79ec268e4f 100644
(file)
--- a/
world_audio.c
+++ b/
world_audio.c
@@
-6,7
+6,7
@@
/* finds any active playing in world and fades them out, we can only do this
* while unloading */
/* finds any active playing in world and fades them out, we can only do this
* while unloading */
-
VG_STATIC
void world_fadeout_audio( world_instance *world )
+
static
void world_fadeout_audio( world_instance *world )
{
if( world->status != k_world_status_unloading ){
vg_fatal_error( "World status must be set to 'unloading', to fadeout"
{
if( world->status != k_world_status_unloading ){
vg_fatal_error( "World status must be set to 'unloading', to fadeout"
@@
-29,12
+29,11
@@
VG_STATIC void world_fadeout_audio( world_instance *world )
/*
* Trace out a random point, near the player to try and determine water areas
*/
/*
* Trace out a random point, near the player to try and determine water areas
*/
-VG_STATIC
-enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output)
-{
- v3f chance = { (vg_randf64()-0.5f) * 30.0f,
- 8.0f,
- (vg_randf64()-0.5f) * 30.0f };
+static
+enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output){
+ v3f chance = { (vg_randf64(&vg.rand)-0.5f) * 30.0f,
+ 8,
+ (vg_randf64(&vg.rand)-0.5f) * 30.0f };
v3f pos;
v3_add( chance, origin, pos );
v3f pos;
v3_add( chance, origin, pos );
@@
-69,7
+68,7
@@
enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output)
return k_audio_sprite_type_none;
}
return k_audio_sprite_type_none;
}
-
VG_STATIC
void world_audio_sample_distances( v3f co, int *index, float *value )
+
static
void world_audio_sample_distances( v3f co, int *index, float *value )
{
float inr3 = 0.57735027,
inr2 = 0.70710678118;
{
float inr3 = 0.57735027,
inr2 = 0.70710678118;
@@
-117,7
+116,7
@@
VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
distances[si] = dist;
distances[si] = dist;
- if( vg_audio.debug_ui && vg_lines.
draw
){
+ if( vg_audio.debug_ui && vg_lines.
enabled
){
for( int i=0; i<14; i++ ){
if( distances[i] != 200.0f ){
u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
for( int i=0; i<14; i++ ){
if( distances[i] != 200.0f ){
u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,