stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / audio.h
diff --git a/audio.h b/audio.h
index 498acc35f616680b65d5950522bf99f37f543ccd..212ed9f19d8231a13e004122d5c5b7a39d8ae994 100644 (file)
--- a/audio.h
+++ b/audio.h
@@ -1,15 +1,23 @@
+#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"
 
-sfx_vol_control audio_vol_all = { .val = 1.0f, .name = "All" };
+static float audio_occlusion_current = 0.0f,
+             k_audio_occlusion_rate  = 1.0f;
+
+static int   k_audio_debug_soundscape = 0;
 
 sfx_set audio_board =
 {
    .sources = "sound/skate.ogg\0"
               "sound/wheel.ogg\0"
               "sound/slide.ogg\0"
+              "sound/reverb.ogg\0"
 };
 
 sfx_system audio_player0 =
@@ -39,12 +47,38 @@ sfx_system audio_player2 =
    .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT
 };
 
+sfx_system audio_player3 =
+{
+   .vol = 0.0f,
+   .ch = 1,
+   .vol_src = &audio_vol_all,
+   .name = "Player3",
+   .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT
+};
+
 static void audio_init(void)
 {
    sfx_set_init( &audio_board, NULL );
    sfx_set_play( &audio_board, &audio_player0, 0 );
    sfx_set_play( &audio_board, &audio_player1, 1 );
    sfx_set_play( &audio_board, &audio_player2, 2 );
+   sfx_set_play( &audio_board, &audio_player3, 3 );
+
+   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
+   });
 }
 
 static void audio_free(void)
@@ -52,4 +86,73 @@ static void audio_free(void)
    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,
+         sample_dist = 880.0f;
+
+   int sample_count = 8;
+
+   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;
+
+         vg_line( origin, contact.pos, 0xff0000ff );
+         vg_line_pt3( contact.pos, 0.1f, 0xff0000ff );
+      }
+      else
+      {
+         v3f p1;
+         v3_muladds( origin, dir, sample_dist, p1 );
+         vg_line( origin, p1, 0xffcccccc );
+
+         d += sample_dist;
+      }
+   }
+
+   float occlusion = 1.0f - (d * (1.0f/(sample_dist*(float)sample_count))),
+         rate = ktimestep * k_audio_occlusion_rate,
+         target = powf( occlusion, 6.0f );
+   audio_occlusion_current = vg_lerpf( audio_occlusion_current, target, rate );
+}
+
+static void audio_debug_soundscapes(void)
+{
+   if( !k_audio_debug_soundscape ) return;
+
+   char buf[64];
+   snprintf( buf, 31, "occlusion: %.5f", audio_occlusion_current );
+
+   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;
+
+   gui_fill_rect( ui_global_ctx.cursor, 0x55cccccc );
+   gui_text( ui_global_ctx.cursor, buf, 1, 0 );
+}
+
 #endif /* AUDIO_H */