/*
* Audio
*/
-static void player_audio(void)
+VG_STATIC void player_audio(void)
{
struct player_phys *phys = &player.phys;
audio_lock();
-
+
double revert_delta = vg.time - last_revert;
- if( phys->on_board && (!_air && l2) && (fabsf(phys->slip) > 0.5f) &&
- (revert_delta > 0.7) )
+ if( phys->on_board && (!_air && l2) && (revert_delta > 0.7) &&
+ (player.air_time > 0.5f) )
{
audio_player_set_position( &audio_player_extra, phys->rb.co );
audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
audio_player_set_vol( &audio_player_extra, 2.0f );
- audio_player_playclip( &audio_player_extra, &audio_lands[rand()%5] );
+
+ if( (fabsf(phys->slip) > 0.75f) )
+ {
+ audio_player_playclip( &audio_player_extra, &audio_lands[rand()%2+3] );
+ }
+ else
+ {
+ audio_player_playclip( &audio_player_extra, &audio_lands[rand()%3] );
+ }
last_revert = vg.time;
}
world_audio_update( cam, ears );
#endif
audio_unlock();
+
+ if( player.phys.in_air )
+ player.air_time += vg.time_delta;
+ else
+ player.air_time = 0.0f;
+
}
#endif /* PLAYER_AUDIO_H */