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/reverb.ogg" },
+ { .path="sound/grind_loop.ogg" },
+ { .path="sound/grind_enter.ogg" },
+ { .path="sound/grind_exit.ogg" }
};
audio_clip audio_splash =
{.path = "sound/step_concrete3.ogg" }
};
+audio_clip audio_footsteps_grass[] = {
+ {.path = "sound/step_bush0.ogg" },
+ {.path = "sound/step_bush1.ogg" },
+ {.path = "sound/step_bush2.ogg" },
+ {.path = "sound/step_bush3.ogg" },
+ {.path = "sound/step_bush4.ogg" },
+ {.path = "sound/step_bush5.ogg" }
+};
+
+audio_clip audio_footsteps_wood[] = {
+ {.path = "sound/step_wood0.ogg" },
+ {.path = "sound/step_wood1.ogg" },
+ {.path = "sound/step_wood2.ogg" },
+ {.path = "sound/step_wood3.ogg" },
+ {.path = "sound/step_wood4.ogg" },
+ {.path = "sound/step_wood5.ogg" }
+};
+
audio_clip audio_lands[] = {
{ .path = "sound/land0.ogg" },
{ .path = "sound/land1.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 = k_audio_format_vorbis },
+ { .path = "sound/skate.ogg", .flags = k_audio_format_vorbis },
+};
+
+#if 0
audio_player ambient_sprites[4] =
{
{ .name = "Ambient Sprites 0" },
.name = "Player3",
};
+audio_player audio_player4 =
+{
+ .name = "Player4",
+};
+
audio_player audio_player_extra =
{
.name = "PlayerInst"
{
.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( &audio_player3 );
+ audio_player_init( &audio_player4 );
audio_player_init( &audio_player_gate );
audio_player_init( &ambient_player );
audio_player_init( &ambient_sprites[0] );
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_grass, vg_list_size(audio_grass), NULL );
audio_clip_loadn( audio_footsteps, vg_list_size(audio_footsteps), NULL );
+ audio_clip_loadn( audio_footsteps_grass,
+ vg_list_size(audio_footsteps_grass), NULL );
+ audio_clip_loadn( audio_footsteps_wood,
+ vg_list_size(audio_footsteps_wood), 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( &audio_player0, flags );
audio_player_set_flags( &audio_player1, flags );
audio_player_set_flags( &audio_player2, flags );
+ audio_player_set_flags( &audio_player4, flags );
audio_player_set_flags( &audio_player_gate, flags );
audio_player_set_flags( &audio_player3, AUDIO_FLAG_LOOP );
audio_player_set_flags( &ambient_player, AUDIO_FLAG_LOOP );
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_player1, &audio_board[1] );
audio_player_playclip( &audio_player2, &audio_board[2] );
audio_player_playclip( &audio_player3, &audio_board[3] );
+ audio_player_playclip( &audio_player4, &audio_board[4] );
audio_player_playclip( &ambient_player, &audio_ambience[0] );
audio_player_playclip( &audio_player_gate, &audio_gate_ambient );
audio_unlock();
+#endif
- vg_convar_push( (struct vg_convar){
+ vg_var_push( (struct vg_var){
.name = "aud_debug_soundscape",
.data = &k_audio_debug_soundscape,
- .data_type = k_convar_dtype_i32,
+ .data_type = k_var_dtype_i32,
.opt_i32 = { .min=0, .max=1, .clamp=0 },
.persistent = 1
});
- vg_convar_push( (struct vg_convar){
+ vg_var_push( (struct vg_var){
.name = "aud_occlusion_rate",
.data = &k_audio_occlusion_rate,
- .data_type = k_convar_dtype_f32,
+ .data_type = k_var_dtype_f32,
.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_free(void*_)
+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)
{
/* TODO! */
vg_warn( "UNIMPLEMENTED: audio_free()\n" );
v3f last;
v3_zero(last);
+ world_instance *world = get_active_world();
+
for( int i=0; i<sample_count; i++ )
{
v3f dir;
ray_hit contact;
contact.dist = 15.0f;
- if( ray_world( origin, dir, &contact ) )
+ if( ray_world( world, origin, dir, &contact ) )
{
d += contact.dist;
+#if 0
vg_line( origin, contact.pos, 0xff0000ff );
vg_line_pt3( contact.pos, 0.1f, 0xff0000ff );
if( lv )
vg_line( contact.pos, last, 0xffffffff );
+#endif
+
v3_copy( contact.pos, last );
lv = 1;
}
{
v3f p1;
v3_muladds( origin, dir, sample_dist, p1 );
+
+#if 0
vg_line( origin, p1, 0xffcccccc );
+#endif
d += sample_dist;
lv = 0;
float occlusion = 1.0f - (d * (1.0f/(sample_dist*(float)sample_count))),
rate = VG_TIMESTEP_FIXED * k_audio_occlusion_rate,
- target = powf( occlusion, 6.0f );
+ target = powf( vg_maxf(occlusion,0.0f), 6.0f );
audio_occlusion_current = vg_lerpf( audio_occlusion_current, target, rate );
}
* Trace out a random point, near the player to try and determine water areas
*/
VG_STATIC enum audio_sprite_type audio_sample_sprite_random( v3f origin,
- v3f output )
+ v3f output )
{
v3f chance = { (vg_randf()-0.5f) * 30.0f,
8.0f,
ray_hit contact;
contact.dist = vg_minf( 16.0f, pos[1] );
+ world_instance *world = get_active_world();
- if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) )
- {
- if( ray_hit_is_ramp( &contact ) )
- {
+ if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){
+ struct world_surface *mat = ray_hit_surface( world, &contact );
+
+ if( mat->info.surface_prop == k_surface_prop_grass){
+ v3_copy( contact.pos, output );
+ return k_audio_sprite_type_grass;
+ }
+ else{
+#if 0
vg_line( pos, contact.pos, 0xff0000ff );
vg_line_pt3( contact.pos, 0.3f, 0xff0000ff );
+#endif
return k_audio_sprite_type_none;
}
-
- v3_copy( contact.pos, output );
- return k_audio_sprite_type_grass;
}
output[0] = pos[0];
output[1] = 0.0f;
output[2] = pos[2];
-
- return k_audio_sprite_type_water;
+
+ if( world->water.enabled )
+ return k_audio_sprite_type_water;
+ else
+ return k_audio_sprite_type_none;
}
VG_STATIC void audio_debug_soundscapes(void)