VG_STATIC float audio_occlusion_current = 0.0f,
k_audio_occlusion_rate = 1.0f;
-VG_STATIC int k_audio_debug_soundscape = 0;
+VG_STATIC int k_audio_debug_soundscape = 0;
audio_clip audio_board[] =
{
{ .path="sound/skate_hpf.ogg" },
{ .path="sound/wheel.ogg" },
{ .path="sound/slide.ogg" },
- { .path="sound/reverb.ogg" },
- { .path="sound/grind_loop.ogg" },
{ .path="sound/grind_enter.ogg" },
- { .path="sound/grind_exit.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/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] =
{
#endif
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_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 );
world_instance *world = get_active_world();
- if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) )
- {
- struct world_material *mat = ray_hit_material( world, &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)
- {
+ if( mat->info.surface_prop == k_surface_prop_grass){
v3_copy( contact.pos, output );
return k_audio_sprite_type_grass;
}
- else
- {
+ else{
#if 0
vg_line( pos, contact.pos, 0xff0000ff );
vg_line_pt3( contact.pos, 0.3f, 0xff0000ff );