#include "world.h"
-static float audio_occlusion_current = 0.0f,
+VG_STATIC float audio_occlusion_current = 0.0f,
k_audio_occlusion_rate = 1.0f;
-static int k_audio_debug_soundscape = 0;
+VG_STATIC int k_audio_debug_soundscape = 0;
audio_clip audio_board[] =
{
};
audio_clip audio_splash =
-{ .path = "sound/splash.ogg", k_audio_source_compressed };
+{ .path = "sound/splash.ogg" };
audio_clip audio_jumps[] = {
{ .path = "sound/jump0.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" },
audio_clip audio_ambience[] =
{
- { .path="sound/town_generic.ogg", k_audio_source_compressed }
+ { .path="sound/town_generic.ogg" }
};
audio_clip audio_gate_pass = {
};
audio_clip audio_rewind[] = {
-{ .path = "sound/rewind_start.ogg", k_audio_source_compressed },
-{ .path = "sound/rewind_end_1.5.ogg", k_audio_source_compressed },
-{ .path = "sound/rewind_end_2.5.ogg", k_audio_source_compressed },
-{ .path = "sound/rewind_end_6.5.ogg", k_audio_source_compressed },
-{ .path = "sound/rewind_clack.ogg", k_audio_source_compressed },
+{ .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[] = {
.name = "Gate"
};
-static void audio_init(void)
+VG_STATIC void audio_init(void)
{
audio_player_init( &audio_player0 );
audio_player_init( &audio_player1 );
audio_player_init( &audio_player_extra );
audio_player_init( &audio_rewind_player );
- audio_clip_loadn( audio_board, vg_list_size(audio_board) );
- audio_clip_loadn( audio_ambience, vg_list_size(audio_ambience) );
- audio_clip_loadn( &audio_splash, 1 );
- audio_clip_loadn( &audio_gate_pass, 1 );
- audio_clip_loadn( &audio_gate_lap, 1 );
- audio_clip_loadn( &audio_gate_ambient, 1 );
- audio_clip_loadn( audio_jumps, vg_list_size(audio_jumps) );
- audio_clip_loadn( audio_lands, vg_list_size(audio_lands) );
- audio_clip_loadn( audio_water, vg_list_size(audio_water) );
- audio_clip_loadn( audio_grass, vg_list_size(audio_grass) );
- audio_clip_loadn( audio_footsteps, vg_list_size(audio_footsteps) );
- audio_clip_loadn( audio_rewind, vg_list_size(audio_rewind) );
- audio_clip_loadn( audio_ui, vg_list_size(audio_ui) );
+ 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;
});
}
-static void audio_free(void*_)
+VG_STATIC void audio_free(void*_)
{
/* TODO! */
vg_warn( "UNIMPLEMENTED: audio_free()\n" );
}
-static void audio_sample_occlusion( v3f origin )
+VG_STATIC void audio_sample_occlusion( v3f origin )
{
float d = 0.0f,
sample_dist = 880.0f;
/*
* Trace out a random point, near the player to try and determine water areas
*/
-static enum audio_sprite_type audio_sample_sprite_random( v3f origin,
- v3f output )
+VG_STATIC enum audio_sprite_type audio_sample_sprite_random( v3f origin,
+ v3f output )
{
v3f chance = { (vg_randf()-0.5f) * 30.0f,
8.0f,
if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) )
{
- if( ray_hit_is_ramp( &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;
}
-
- 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;
}
-static void audio_debug_soundscapes(void)
+VG_STATIC void audio_debug_soundscapes(void)
{
if( !k_audio_debug_soundscape ) return;