+#include "common.h"
+static void audio_spacialize( sfx_system *sys,
+ v3f pos, v3f camera, v3f ears, float vol );
+
#ifndef AUDIO_H
#define AUDIO_H
-#include "common.h"
#include "world.h"
static float audio_occlusion_current = 0.0f,
static int k_audio_debug_soundscape = 0;
-sfx_vol_control audio_vol_all = { .val = 1.0f, .name = "All" };
-
sfx_set audio_board =
{
.sources = "sound/skate.ogg\0"
sfx_set_free( &audio_board );
}
+static void audio_spacialize( sfx_system *sys,
+ v3f pos, v3f camera, v3f ears, float vol )
+{
+ float attn = (v3_dist( pos, camera ) / vol) +1.0f;
+
+ v3f delta;
+ v3_sub( pos, camera, delta );
+ v3_normalize( delta );
+
+ float pan = v3_dot( ears, delta );
+
+ sys->vol = 1.0f/(attn*attn);
+ sys->pan = pan;
+}
+
static void audio_sample_occlusion( v3f origin )
{
float d = 0.0f,
for( int i=0; i<sample_count; i++ )
{
v3f dir;
- dir[0] = vg_randf();
- dir[1] = vg_randf();
- dir[2] = vg_randf();
-
- v3_muls( dir, 2.0f, dir );
- v3_sub( dir, (v3f){1.0f,1.0f,1.0f}, dir );
-
- v3_normalize( dir );
+ vg_rand_dir( dir );
ray_hit contact;
contact.dist = 15.0f;
char buf[64];
snprintf( buf, 31, "occlusion: %.5f", audio_occlusion_current );
- ui_global_ctx.cursor[0] = 10;
+ ui_global_ctx.cursor[0] = 250;
ui_global_ctx.cursor[1] = 10;
ui_global_ctx.cursor[2] = audio_occlusion_current * 200.0f;
ui_global_ctx.cursor[3] = 20;