update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / audio.h
diff --git a/audio.h b/audio.h
index 43adf052e289077ef860e1ef8ba82f1452b3d1b8..95894f1cedbdb380637da05fbe888ae583a1e82f 100644 (file)
--- a/audio.h
+++ b/audio.h
  * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
 
-#include "common.h"
-
-#ifndef AUDIO_H
-#define AUDIO_H
+#pragma once
 
+#include "vg/vg_engine.h"
+#include "vg/vg_audio.h"
+#include "vg/vg_audio_dsp.h"
 #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/wheel.ogg" },
-   { .path="sound/slide.ogg" },
-   { .path="sound/reverb.ogg" }
-};
-
-audio_clip audio_splash =
-{ .path = "sound/splash.ogg" };
-
-audio_clip audio_jumps[] = {
-   { .path = "sound/jump0.ogg" },
-   { .path = "sound/jump1.ogg" },
-};
-
-audio_clip audio_footsteps[] = {
- {.path = "sound/step_concrete0.ogg" },
- {.path = "sound/step_concrete1.ogg" },
- {.path = "sound/step_concrete2.ogg" },
- {.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/land2.ogg" },
-   { .path = "sound/landsk0.ogg" },
-   { .path = "sound/landsk1.ogg" },
-   { .path = "sound/onto.ogg" },
-   { .path = "sound/outo.ogg" },
-};
-
-audio_clip audio_water[] = {
-   { .path = "sound/wave0.ogg" },
-   { .path = "sound/wave1.ogg" },
-   { .path = "sound/wave2.ogg" },
-   { .path = "sound/wave3.ogg" },
-   { .path = "sound/wave4.ogg" },
-   { .path = "sound/wave5.ogg" }
-};
-
-audio_clip audio_grass[] = {
-   { .path = "sound/grass0.ogg" },
-   { .path = "sound/grass1.ogg" },
-   { .path = "sound/grass2.ogg" },
-   { .path = "sound/grass3.ogg" },
-};
-
-audio_clip audio_ambience[] =
-{
-   { .path="sound/town_generic.ogg" }
-};
-
-audio_clip audio_gate_pass = {
-   .path = "sound/gate_pass.ogg"
-};
-
-audio_clip audio_gate_lap = {
-   .path = "sound/gate_lap.ogg"
-};
-
-audio_clip audio_gate_ambient = {
-.path = "sound/gate_ambient.ogg"
-};
-
-audio_player ambient_player =
-{
-   .name = "Ambience"
-};
+struct air_synth_data {
+   f32 speed;
 
-audio_player audio_rewind_player =
-{
-   .name = "Rewind"
-};
-
-audio_clip audio_rewind[] = {
-{ .path = "sound/rewind_start.ogg" },
-{ .path = "sound/rewind_end_1.5.ogg" },
-{ .path = "sound/rewind_end_2.5.ogg" },
-{ .path = "sound/rewind_end_6.5.ogg" },
-{ .path = "sound/rewind_clack.ogg" },
-};
-
-audio_clip audio_ui[] = {
-   { .path = "sound/ui_click.ogg" },
-   { .path = "sound/ui_ding.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",
-};
+   /* internal */
+   f32 t;
+   struct dsp_biquad lpf;
+   SDL_SpinLock sl;
 
-audio_player audio_player3 =
-{
-   .name = "Player3",
-};
-
-audio_player audio_player_extra =
-{
-   .name = "PlayerInst"
-};
-
-audio_player audio_player_gate =
-{
-   .name = "Gate"
-};
-
-VG_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_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 );
-   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 );
-
-   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_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*_)
-{
-   /* TODO! */
-   vg_warn( "UNIMPLEMENTED: audio_free()\n" );
+   /* not used in locking */
+   audio_channel *channel;
 }
+extern air_audio_data;
 
-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;
+void audio_init(void);
+void audio_ambient_sprite_play( v3f co, audio_clip *clip );
+void audio_ambient_sprites_update( world_instance *world, v3f co );
 
-#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;
-      }
-      else
-      {
-         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 );
-   audio_occlusion_current = vg_lerpf( audio_occlusion_current, target, rate );
-}
+/* TODO(ASSETS): 
+ * Have these as asignable ID's and not a bunch of different arrays. 
+ */
+extern audio_clip audio_board[];
+extern audio_clip audio_taps[];
+extern audio_clip audio_flips[];
+extern audio_clip audio_hits[];
+extern audio_clip audio_splash;
+extern audio_clip audio_jumps[];
+extern audio_clip audio_footsteps[];
+extern audio_clip audio_footsteps_grass[];
+extern audio_clip audio_footsteps_wood[];
+extern audio_clip audio_lands[];
+extern audio_clip audio_water[];
+extern audio_clip audio_grass[];
+extern audio_clip audio_ambience[];
+extern audio_clip audio_gate_pass;
+extern audio_clip audio_gate_lap;
+extern audio_clip audio_gate_ambient;
+extern audio_clip audio_rewind[];
+extern audio_clip audio_ui[];
+extern audio_clip audio_challenge[];
 
 enum audio_sprite_type 
 {
@@ -304,67 +55,3 @@ enum audio_sprite_type
    k_audio_sprite_type_grass,
    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] );
-
-   
-   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
-      {
-#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];
-   
-   if( world.water.enabled )
-      return k_audio_sprite_type_water;
-   else
-      return k_audio_sprite_type_none;
-}
-
-VG_STATIC void audio_debug_soundscapes(void)
-{
-   if( !k_audio_debug_soundscape ) return;
-
-   char buf[64];
-   snprintf( buf, 31, "occlusion: %.5f", audio_occlusion_current );
-
-   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 );
-}
-
-#endif /* AUDIO_H */