audio_clip audio_board[] =
{
- { .path="sound/skate.ogg" },
+ { .path="sound/skate_hpf.ogg" },
{ .path="sound/wheel.ogg" },
{ .path="sound/slide.ogg" },
{ .path="sound/reverb.ogg" },
.path = "sound/gate_ambient.ogg"
};
+#if 0
audio_player ambient_player =
{
.name = "Ambience"
{
.name = "Rewind"
};
+#endif
audio_clip audio_rewind[] = {
{ .path = "sound/rewind_start.ogg" },
{ .path = "sound/ui_ding.ogg" },
};
+audio_clip audio_music[] = {
+ { .path = "sound/song.ogg", .flags = AUDIO_FLAG_VORBIS },
+ { .path = "sound/skate.ogg", .flags = AUDIO_FLAG_VORBIS },
+};
+
+#if 0
audio_player ambient_sprites[4] =
{
{ .name = "Ambient Sprites 0" },
{
.name = "Gate"
};
+#endif
VG_STATIC void audio_init(void)
{
+#if 0
audio_player_init( &audio_player0 );
audio_player_init( &audio_player1 );
audio_player_init( &audio_player2 );
audio_player_init( &ambient_sprites[3] );
audio_player_init( &audio_player_extra );
audio_player_init( &audio_rewind_player );
+#endif
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_gate_pass, 1, NULL );
audio_clip_loadn( &audio_gate_lap, 1, NULL );
audio_clip_loadn( &audio_gate_ambient, 1, NULL );
+ audio_clip_loadn( audio_music, vg_list_size(audio_music), 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_rewind, vg_list_size(audio_rewind), NULL );
audio_clip_loadn( audio_ui, vg_list_size(audio_ui), NULL );
+#if 0
audio_lock();
u32 flags = AUDIO_FLAG_LOOP|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_playclip( &audio_player_gate, &audio_gate_ambient );
audio_unlock();
+#endif
vg_var_push( (struct vg_var){
.name = "aud_debug_soundscape",
.opt_f32 = { .clamp = 0 },
.persistent = 1
});
+
+ 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
}
VG_STATIC void audio_free(void)