+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#include "common.h"
+
#ifndef AUDIO_H
#define AUDIO_H
-#include "common.h"
+#include "world.h"
+
+static float audio_occlusion_current = 0.0f,
+ k_audio_occlusion_rate = 1.0f;
+
+static int k_audio_debug_soundscape = 0;
+
+audio_clip audio_board[] =
+{
+ {.path="sound/skate.ogg", .source_mode=k_audio_source_compressed },
+ {.path="sound/wheel.ogg", .source_mode=k_audio_source_compressed },
+ {.path="sound/slide.ogg", .source_mode=k_audio_source_compressed },
+ {.path="sound/reverb.ogg",.source_mode=k_audio_source_compressed }
+};
+
+audio_clip audio_splash =
+{ .path = "sound/splash.ogg", .source_mode=k_audio_source_compressed };
+
+audio_clip audio_jumps[] = {
+ { .path = "sound/jump0.ogg", .source_mode=k_audio_source_compressed, },
+ { .path = "sound/jump1.ogg", .source_mode=k_audio_source_compressed, },
+};
+
+audio_clip audio_footsteps[] = {
+ {.path = "sound/step_concrete0.ogg", .source_mode=k_audio_source_compressed,},
+ {.path = "sound/step_concrete1.ogg", .source_mode=k_audio_source_compressed,},
+ {.path = "sound/step_concrete2.ogg", .source_mode=k_audio_source_compressed,},
+ {.path = "sound/step_concrete3.ogg", .source_mode=k_audio_source_compressed,}
+};
+
+audio_clip audio_lands[] = {
+ { .path = "sound/land0.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/land1.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/land2.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/landsk0.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/landsk1.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/onto.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/outo.ogg", .source_mode=k_audio_source_compressed },
+};
+
+audio_clip audio_water[] = {
+ { .path = "sound/wave0.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave1.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave2.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave3.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave4.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave5.ogg", .source_mode=k_audio_source_compressed }
+};
+
+audio_clip audio_grass[] = {
+ { .path = "sound/grass0.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/grass1.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/grass2.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/grass3.ogg", .source_mode=k_audio_source_compressed },
+};
+
+audio_clip audio_ambience[] =
+{
+ {.path="sound/town_generic.ogg",
+ .source_mode=k_audio_source_compressed }
+};
+
+audio_clip audio_gate_pass = {
+ .path = "sound/gate_pass.ogg", .source_mode=k_audio_source_compressed
+};
-sfx_vol_control audio_vol_all = { .val = 1.0f, .name = "All" };
+audio_clip audio_gate_lap = {
+ .path = "sound/gate_lap.ogg", .source_mode=k_audio_source_compressed
+};
-sfx_set audio_board =
+audio_clip audio_gate_ambient = {
+.path = "sound/gate_ambient.ogg", .source_mode=k_audio_source_compressed
+};
+
+audio_player ambient_player =
{
- .sources = "sound/skate.ogg\0"
- "sound/wheel.ogg\0"
- "sound/slide.ogg\0"
+ .name = "Ambience"
};
-sfx_system audio_player0 =
+audio_player audio_rewind_player =
+{
+ .name = "Rewind"
+};
+
+audio_clip audio_rewind[] = {
+{ .path = "sound/rewind_start.ogg", .source_mode=k_audio_source_compressed },
+{ .path = "sound/rewind_end_1.5.ogg", .source_mode=k_audio_source_compressed},
+{ .path = "sound/rewind_end_2.5.ogg", .source_mode=k_audio_source_compressed },
+{ .path = "sound/rewind_end_6.5.ogg", .source_mode=k_audio_source_compressed },
+{ .path = "sound/rewind_clack.ogg", .source_mode=k_audio_source_compressed },
+};
+
+audio_clip audio_ui[] = {
+ { .path = "sound/ui_click.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/ui_ding.ogg", .source_mode=k_audio_source_compressed },
+};
+
+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 =
{
- .vol = 0.0f,
- .ch = 1,
- .vol_src = &audio_vol_all,
.name = "Player0",
- .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT
};
-sfx_system audio_player1 =
+audio_player audio_player1 =
{
- .vol = 0.0f,
- .ch = 1,
- .vol_src = &audio_vol_all,
.name = "Player1",
- .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT
};
-sfx_system audio_player2 =
+audio_player audio_player2 =
{
- .vol = 0.0f,
- .ch = 1,
- .vol_src = &audio_vol_all,
.name = "Player2",
- .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT
+};
+
+audio_player audio_player3 =
+{
+ .name = "Player3",
+};
+
+audio_player audio_player_extra =
+{
+ .name = "PlayerInst"
+};
+
+audio_player audio_player_gate =
+{
+ .name = "Gate"
};
static void audio_init(void)
{
- sfx_set_init( &audio_board, NULL );
- sfx_set_play( &audio_board, &audio_player0, 0 );
- sfx_set_play( &audio_board, &audio_player1, 1 );
- sfx_set_play( &audio_board, &audio_player2, 2 );
+ 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) );
+ 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_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
+ });
}
-static void audio_free(void)
+static void audio_free(void*_)
{
- sfx_set_free( &audio_board );
+ /* TODO! */
+ vg_warn( "UNIMPLEMENTED: audio_free()\n" );
+}
+
+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_grass,
+ k_audio_sprite_type_water
+};
+
+/*
+ * 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 )
+{
+ 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 ) )
+ {
+ if( ray_hit_is_ramp( &contact ) )
+ {
+ 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;
+}
+
+static void audio_debug_soundscapes(void)
+{
+ if( !k_audio_debug_soundscape ) return;
+
+ char buf[64];
+ snprintf( buf, 31, "occlusion: %.5f", audio_occlusion_current );
+
+ ui_global_ctx.cursor[0] = 450;
+ ui_global_ctx.cursor[1] = 10;
+ ui_global_ctx.cursor[2] = audio_occlusion_current * 200.0f;
+ ui_global_ctx.cursor[3] = 20;
+
+ gui_fill_rect( ui_global_ctx.cursor, 0x55cccccc );
+ gui_text( ui_global_ctx.cursor, buf, 1, 0 );
}
#endif /* AUDIO_H */