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_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++ )