update vg
[carveJwlIkooP6JGAAIwe30JlM.git] / audio.h
diff --git a/audio.h b/audio.h
index d1fd1cc6277196453fcb3c8fad653457f127dc85..51445b665b6edfc70e49a8d247e326bf90be157a 100644 (file)
--- a/audio.h
+++ b/audio.h
@@ -170,52 +170,6 @@ enum audio_sprite_type
    k_audio_sprite_type_water
 };
 
-/*
- * 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 chance = { (vg_randf()-0.5f) * 30.0f, 
-                  8.0f,
-                  (vg_randf()-0.5f) * 30.0f };
-   
-   v3f pos;
-   v3_add( chance, origin, pos );
-
-   ray_hit contact;
-   contact.dist = vg_minf( 16.0f, pos[1] );
-
-   world_instance *world = get_active_world();
-   
-   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;
-      }
-   }
-
-   output[0] = pos[0];
-   output[1] = 0.0f;
-   output[2] = pos[2];
-
-   float dist = fabsf(output[1] - origin[1]);
-   
-   if( world->water.enabled && dist<=40.0f )
-      return k_audio_sprite_type_water;
-   else
-      return k_audio_sprite_type_none;
-}
-
 VG_STATIC void audio_ambient_sprite_play( v3f co, audio_clip *clip )
 {
    audio_lock();
@@ -235,7 +189,7 @@ VG_STATIC void audio_ambient_sprite_play( v3f co, audio_clip *clip )
 VG_STATIC void audio_ambient_sprites_update( world_instance *world, v3f co )
 {
    static float accum = 0.0f;
-   accum += vg.frame_delta;
+   accum += vg.time_delta;
 
    if( accum > 0.1f )
       accum -= 0.1f;
@@ -243,7 +197,7 @@ VG_STATIC void audio_ambient_sprites_update( world_instance *world, v3f co )
 
    v3f sprite_pos;
    enum audio_sprite_type sprite_type = 
-      audio_sample_sprite_random( co, sprite_pos );
+      world_audio_sample_sprite_random( co, sprite_pos );
    
    if( sprite_type != k_audio_sprite_type_none ){
       if( sprite_type == k_audio_sprite_type_grass ){