#include "world.h"
-VG_STATIC float audio_occlusion_current = 0.0f,
- k_audio_occlusion_rate = 1.0f;
-
-VG_STATIC int k_audio_debug_soundscape = 0;
-
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/grind_enter.ogg" },
+ { .path="sound/grind_exit.ogg" },
+ { .path="sound/grind_loop.ogg" },
+ { .path="sound/woodslide.ogg" },
+ { .path="sound/metalscrape.ogg" },
+ { .path="sound/slidetap.ogg" }
+};
+
+audio_clip audio_taps[] =
+{
+ { .path="sound/tap0.ogg" },
+ { .path="sound/tap1.ogg" },
+ { .path="sound/tap2.ogg" },
+ { .path="sound/tap3.ogg" }
+};
+
+audio_clip audio_hits[] =
+{
+ { .path="sound/hit0.ogg" },
+ { .path="sound/hit1.ogg" },
+ { .path="sound/hit2.ogg" },
+ { .path="sound/hit3.ogg" },
+ { .path="sound/hit4.ogg" }
};
audio_clip audio_splash =
.path = "sound/gate_ambient.ogg"
};
-audio_player ambient_player =
-{
- .name = "Ambience"
-};
-
-audio_player audio_rewind_player =
-{
- .name = "Rewind"
-};
-
audio_clip audio_rewind[] = {
{ .path = "sound/rewind_start.ogg" },
{ .path = "sound/rewind_end_1.5.ogg" },
audio_clip audio_ui[] = {
{ .path = "sound/ui_click.ogg" },
{ .path = "sound/ui_ding.ogg" },
+ { .path = "sound/teleport.ogg" }
};
-audio_player ambient_sprites[4] =
-{
- { .name = "Ambient Sprites 0" },
- { .name = "Ambient Sprites 1" },
- { .name = "Ambient Sprites 2" },
- { .name = "Ambient Sprites 3" },
-};
-
-audio_player audio_player0 =
-{
- .name = "Player0",
-};
-
-audio_player audio_player1 =
-{
- .name = "Player1",
-};
-
-audio_player audio_player2 =
-{
- .name = "Player2",
-};
-
-audio_player audio_player3 =
-{
- .name = "Player3",
-};
-
-audio_player audio_player_extra =
-{
- .name = "PlayerInst"
-};
-
-audio_player audio_player_gate =
-{
- .name = "Gate"
+audio_clip audio_challenge[] = {
+ { .path = "sound/objective0.ogg" },
+ { .path = "sound/objective1.ogg" },
+ { .path = "sound/objective_win.ogg" },
+ { .path = "sound/ui_good.ogg" },
+ { .path = "sound/ui_inf.ogg" },
+ { .path = "sound/ui_ok.ogg" },
+ { .path = "sound/objective_fail.ogg" }
};
-VG_STATIC void audio_init(void)
+static void audio_init(void)
{
- audio_player_init( &audio_player0 );
- audio_player_init( &audio_player1 );
- audio_player_init( &audio_player2 );
- audio_player_init( &audio_player3 );
- audio_player_init( &audio_player_gate );
- audio_player_init( &ambient_player );
- audio_player_init( &ambient_sprites[0] );
- audio_player_init( &ambient_sprites[1] );
- audio_player_init( &ambient_sprites[2] );
- audio_player_init( &ambient_sprites[3] );
- audio_player_init( &audio_player_extra );
- audio_player_init( &audio_rewind_player );
-
audio_clip_loadn( audio_board, vg_list_size(audio_board), NULL );
+ audio_clip_loadn( audio_taps, vg_list_size(audio_taps), NULL );
+ audio_clip_loadn( audio_hits, vg_list_size(audio_hits), NULL );
audio_clip_loadn( audio_ambience, vg_list_size(audio_ambience), NULL );
audio_clip_loadn( &audio_splash, 1, 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_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 );
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 );
+ audio_clip_loadn( audio_challenge, vg_list_size(audio_challenge), NULL );
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_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[0], 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_set_vol( &audio_rewind_player, 0.2f );
- audio_player_set_flags( &audio_rewind_player, 0x00 );
-
- audio_player_playclip( &audio_player0, &audio_board[0] );
- 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( &ambient_player, &audio_ambience[0] );
- audio_player_playclip( &audio_player_gate, &audio_gate_ambient );
-
+ audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar, 80.0f );
+ audio_set_lfo_frequency( 0, 20.0f );
audio_unlock();
-
- 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
- });
}
-VG_STATIC void audio_free(void*_)
+static void audio_free(void)
{
/* TODO! */
vg_warn( "UNIMPLEMENTED: audio_free()\n" );
}
-VG_STATIC void audio_sample_occlusion( v3f origin )
-{
- float d = 0.0f,
- sample_dist = 880.0f;
-
- int sample_count = 8;
-
- int lv = 0;
- v3f last;
- v3_zero(last);
-
- 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 );
-
- if( lv )
- vg_line( contact.pos, last, 0xffffffff );
- v3_copy( contact.pos, last );
- lv = 1;
- }
- else
- {
- v3f p1;
- v3_muladds( origin, dir, sample_dist, p1 );
- vg_line( origin, p1, 0xffcccccc );
-
- 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 );
- audio_occlusion_current = vg_lerpf( audio_occlusion_current, target, rate );
-}
-
enum audio_sprite_type
{
k_audio_sprite_type_none,
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 )
+static void audio_ambient_sprite_play( v3f co, audio_clip *clip )
{
- 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] );
-
-
- if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) )
- {
- struct world_material *mat = ray_hit_material( &contact );
-
- if( mat->info.surface_prop == k_surface_prop_grass)
- {
- v3_copy( contact.pos, output );
- return k_audio_sprite_type_grass;
- }
- else
- {
- vg_line( pos, contact.pos, 0xff0000ff );
- vg_line_pt3( contact.pos, 0.3f, 0xff0000ff );
- return k_audio_sprite_type_none;
- }
+ audio_lock();
+ u16 group_id = 0xfff0;
+ audio_channel *ch = audio_get_group_idle_channel( group_id, 4 );
+
+ if( ch ){
+ audio_channel_init( ch, clip, AUDIO_FLAG_SPACIAL_3D );
+ audio_channel_group( ch, group_id );
+ audio_channel_set_spacial( ch, co, 80.0f );
+ audio_channel_edit_volume( ch, 1.0f, 1 );
+ ch = audio_relinquish_channel( ch );
}
-
- output[0] = pos[0];
- output[1] = 0.0f;
- output[2] = pos[2];
-
- if( world.water.enabled )
- return k_audio_sprite_type_water;
- else
- return k_audio_sprite_type_none;
+ audio_unlock();
}
-VG_STATIC void audio_debug_soundscapes(void)
+static
+enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output);
+static void audio_ambient_sprites_update( world_instance *world, v3f co )
{
- if( !k_audio_debug_soundscape ) return;
+ static float accum = 0.0f;
+ accum += vg.time_delta;
- char buf[64];
- snprintf( buf, 31, "occlusion: %.5f", audio_occlusion_current );
+ if( accum > 0.1f )
+ accum -= 0.1f;
+ else return;
- vg_uictx.cursor[0] = 450;
- vg_uictx.cursor[1] = 10;
- vg_uictx.cursor[2] = audio_occlusion_current * 200.0f;
- vg_uictx.cursor[3] = 20;
-
- ui_fill_rect( vg_uictx.cursor, 0x55cccccc );
- ui_text( vg_uictx.cursor, buf, 1, 0 );
+ v3f sprite_pos;
+ enum audio_sprite_type sprite_type =
+ world_audio_sample_sprite_random( co, sprite_pos );
+
+ if( sprite_type != k_audio_sprite_type_none ){
+ if( sprite_type == k_audio_sprite_type_grass ){
+ audio_ambient_sprite_play( sprite_pos, &audio_grass[vg_randu32()%4] );
+ }
+ else if( sprite_type == k_audio_sprite_type_water ){
+ if( world->water.enabled ){
+ audio_ambient_sprite_play( sprite_pos,
+ &audio_water[vg_randu32()%6] );
+ }
+ }
+ }
}
#endif /* AUDIO_H */