menu stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / player_audio.h
index 757f495a1b761e3d94da2bafad365d5828cad33a..33a050a7d523457711f290c818bfcb4f71e2b3db 100644 (file)
@@ -39,13 +39,13 @@ static void player_audio(void)
    }
 
    static float air = 0.0f;
-   air = vg_lerpf(air, phys->in_air? 1.0f: 0.0f, 5.0f*VG_TIMESTEP_FIXED );
+   air = vg_lerpf( air, phys->in_air? 1.0f: 0.0f, 5.0f*vg.time_delta );
 
    /* Spacial info */
    v3f ears = { 1.0f,0.0f,0.0f };
    v3f delta;
 
-   float *cam = player.camera[3],
+   float *cam = camera_pos,
          *pos = phys->rb.co;
    
    audio_player_set_position( &audio_player0, phys->rb.co );
@@ -54,16 +54,16 @@ static void player_audio(void)
    audio_player_set_position( &audio_player_gate, world.render_gate_pos );
    audio_player_set_vol( &audio_player_gate, 5.0f );
 
-   v3_sub( phys->rb.co, player.camera[3], delta );
+   v3_sub( phys->rb.co, camera_pos, delta );
    v3_normalize( delta );
-   m3x3_mulv( player.camera, ears, ears );
+   m3x3_mulv( camera_mtx, ears, ears );
 
    /* TODO, Make function */
    v3_copy( ears, vg_audio.listener_ears );
-   v3_copy( player.camera[3], vg_audio.listener_pos );
+   v3_copy( camera_pos, vg_audio.listener_pos );
 
    /* Tunnel / occlusion */
-   audio_sample_occlusion( player.camera[3] );
+   audio_sample_occlusion( camera_pos );
 
    int sprite_avail = -1;
    for( int i=0; i<vg_list_size(ambient_sprites); i++ )
@@ -134,13 +134,13 @@ static void player_audio(void)
             vol1  =       air *attn,
             vol2  = (1.0f-air)*attn*slide;
       
-      audio_player_set_vol( &audio_player0, vol0 );
-      audio_player_set_vol( &audio_player1, vol1 );
-      audio_player_set_vol( &audio_player2, vol2 );
+      audio_player_set_vol( &audio_player0, vol0*vg.time_rate );
+      audio_player_set_vol( &audio_player1, vol1*vg.time_rate );
+      audio_player_set_vol( &audio_player2, vol2*vg.time_rate );
 
       float reverb_amt = vol0 * audio_occlusion_current * 0.5f;
       audio_player_set_pan( &audio_player3, 0.0f );
-      audio_player_set_vol( &audio_player3, reverb_amt );
+      audio_player_set_vol( &audio_player3, reverb_amt*vg.time_rate );
    }
    
 #if 0