/*
* 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;
}
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++ )
}
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] );
}
}
}
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 )
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;
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 );
}
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 */