add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / player_audio.h
index 298ce0f0dab5994bcdd6e0d1f62e70a996983b78..8e5c0d2c83e7affb77a30396380bde604e7e05f1 100644 (file)
@@ -53,25 +53,26 @@ VG_STATIC void player_audio(void)
    v3f ears = { 1.0f,0.0f,0.0f };
    v3f delta;
 
-   float *cam = camera_pos,
+   float *cam = main_camera.transform[3],
          *pos = phys->rb.co;
    
    audio_player_set_position( &audio_player0, phys->rb.co );
    audio_player_set_position( &audio_player1, phys->rb.co );
    audio_player_set_position( &audio_player2, phys->rb.co );
+   audio_player_set_position( &audio_player4, phys->rb.co );
    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, camera_pos, delta );
+   v3_sub( phys->rb.co, main_camera.transform[3], delta );
    v3_normalize( delta );
-   m3x3_mulv( camera_mtx, ears, ears );
+   m3x3_mulv( main_camera.transform, ears, ears );
 
    /* TODO, Make function */
    v3_copy( ears, vg_audio.listener_ears );
-   v3_copy( camera_pos, vg_audio.listener_pos );
+   v3_copy( main_camera.transform[3], vg_audio.listener_pos );
 
    /* Tunnel / occlusion */
-   audio_sample_occlusion( camera_pos );
+   audio_sample_occlusion( main_camera.transform[3] );
 
    int sprite_avail = -1;
    for( int i=0; i<vg_list_size(ambient_sprites); i++ )
@@ -103,7 +104,8 @@ VG_STATIC void player_audio(void)
          }
          else if( sprite_type == k_audio_sprite_type_water )
          {
-            audio_player_playclip( avail, &audio_water[rand()%6] );
+            if( world.water.enabled )
+               audio_player_playclip( avail, &audio_water[rand()%6] );
          }
       }
    }
@@ -114,6 +116,7 @@ VG_STATIC void player_audio(void)
       audio_player_set_vol( &audio_player1, 0.0f );
       audio_player_set_vol( &audio_player2, 0.0f );
       audio_player_set_vol( &audio_player3, 0.0f );
+      audio_player_set_vol( &audio_player4, 0.0f );
 
       int walk_phase = 0;
       if( vg_fractf(player.walk_timer) > 0.5f )
@@ -126,8 +129,28 @@ VG_STATIC void player_audio(void)
          audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
          audio_player_set_position( &audio_player_extra, phys->rb.co );
          audio_player_set_vol( &audio_player_extra, 6.0f );
-         audio_player_playclip( &audio_player_extra, 
-                                          &audio_footsteps[rand()%4] );
+
+         if( player.surface_prop == k_surface_prop_concrete )
+         {
+            audio_player_playclip( 
+              &audio_player_extra, 
+              &audio_footsteps[rand()%vg_list_size(audio_footsteps)] 
+            );
+         }
+         else if( player.surface_prop == k_surface_prop_grass )
+         {
+            audio_player_playclip( 
+              &audio_player_extra, 
+              &audio_footsteps_grass[rand()%vg_list_size(audio_footsteps_grass)]
+            );
+         }
+         else if( player.surface_prop == k_surface_prop_wood )
+         {
+            audio_player_playclip( 
+              &audio_player_extra, 
+              &audio_footsteps_wood[rand()%vg_list_size(audio_footsteps_wood)]
+            );
+         }
       }
 
       player.step_phase = walk_phase;
@@ -138,15 +161,19 @@ VG_STATIC void player_audio(void)
       float speed = vg_minf(v3_length( phys->rb.v )*0.1f,1.0f),
             attn  = speed,
             slide = vg_clampf( fabsf(phys->slip), 0.0f, 1.0f ),
-            vol0  = (1.0f-air)*attn*(1.0f-slide),
-            vol1  =       air *attn,
-            vol2  = (1.0f-air)*attn*slide;
+            grind = phys->grind,
+            vol0  = (1.0f-air)*attn*(1.0f-slide)*(1.0f-grind),
+            vol1  =       air *attn*(1.0f-grind),
+            vol2  = (1.0f-air)*attn*slide*(1.0f-grind),
+            vol4  = grind*2.0f;
       
       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 );
+      audio_player_set_vol( &audio_player4, vol4*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*vg.time_rate );
    }